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Fragile Head/Helmet?
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Author:  Quackersaurus [ Sun May 27, 2012 1:53 am ]
Post subject:  Fragile Head/Helmet?

I wanted to add a heavily armored actor with the Regenerating Ronin mod but for some reason, when the actor has the helmet on, it's head becomes extreme fragile. If you brush over it with a jetpack it's head explodes, a little bit of force also does this (near the edge of an impulse grenade explosion). It would be great if someone could tell me why/how to fix it/fix it
The code for the head template:

The code for the helmet:

The head:

Author:  DAME777 [ Sun May 27, 2012 5:18 am ]
Post subject:  Re: Fragile Head/Helmet?

Try keeping a Gibimpulselimit like this:

Author:  Quackersaurus [ Sun May 27, 2012 6:24 am ]
Post subject:  Re: Fragile Head/Helmet?

Didn't work

Author:  Gotcha! [ Sun May 27, 2012 11:49 am ]
Post subject:  Re: Fragile Head/Helmet?

Try increasing the JointStrength and don't touch the JointStiffness. Take vanilla values for that one.
If that doesn't help, post the mod here so people can have a look. :)

Author:  Quackersaurus [ Sun May 27, 2012 5:40 pm ]
Post subject:  Re: Fragile Head/Helmet?

I have no idea what I'm doing

Attachments:
RoninSoldier.ini [26.14 KiB]
Downloaded 234 times

Author:  ShadowStorm [ Sun May 27, 2012 6:52 pm ]
Post subject:  Re: Fragile Head/Helmet?

I had the same problem a while ago, someone else told me to change the joint stiffness of the helmet to 0 or something low (which... goes against what gotcha said.. but..) and it worked fine... for me at least..

Author:  Lucem [ Sun May 27, 2012 7:09 pm ]
Post subject:  Re: Fragile Head/Helmet?

Basically, Jointstiffness is the variable that multiplies said amount of impulse and then transfers it to the parent offset. JointStiffness can't be over 1 - it can't "make" impulse. (Sorry if that sounds awkward).

So, say that the helmet has a JoinStiffness of 0.1, and receives an impulse of 100. 10 of the impulse would then transfer to the head, and the helmet would absorb 90 of it. I think that the vanilla helmet has a JointStiffness of 0.6, so 60% of the impulse would go the head, etc.

Making the helmet have 0 JointStiffness would result in it absorbing ALL of the impulse, but then it would gib very easily unless you give it an insane amount of gibimpulselimit/jointstrength.

Author:  Quackersaurus [ Sun May 27, 2012 8:27 pm ]
Post subject:  Re: Fragile Head/Helmet?

Lucem wrote:
Basically, Jointstiffness is the variable that multiplies said amount of impulse and then transfers it to the parent offset. JointStiffness can't be over 1 - it can't "make" impulse. (Sorry if that sounds awkward).

So, say that the helmet has a JoinStiffness of 0.1, and receives an impulse of 100. 10 of the impulse would then transfer to the head, and the helmet would absorb 90 of it. I think that the vanilla helmet has a JointStiffness of 0.6, so 60% of the impulse would go the head, etc.

Making the helmet have 0 JointStiffness would result in it absorbing ALL of the impulse, but then it would gib very easily unless you give it an insane amount of gibimpulselimit/jointstrength.

Ah
ok thanks

Author:  Azukki [ Tue May 29, 2012 1:16 am ]
Post subject:  Re: Fragile Head/Helmet?

Actually stiffness can be over 1, and it can amplify impulses, which has awesome effects.
But generally it should be limited to one if you don't want wacky destructive incorrect physics.

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