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Wierd glitch

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Author: MoBuilds

Group: Default

Filesize: 16.39 kB

Date added: 2015-11-01

Rating: 5

Downloads: 1189

Views: 536

Comments: 12

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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For some reson, He will randomly fly in a random direction, And if you notice, I gave all the axels a googol's worth of break limit. A googol is 10^10 Not even the earth has that many ATOMS!!!
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OK the axels dont break, But still, The glitch itself is extremly WIERD. Seriusly, the guy randomly starts flying away without anything to induce that velocity!!! And no its not an axel glitch, The axels are that extreme so they can withstand the force of the glitch. Sometimes, if i have it lower, THe entire guy just explodes!!!
After visualizing forces, I noticed when he takes off, one side of the normal forces suddenly goes to near zero, Then he flies off.
Seriusly Xray, This bug is wierd, I think it needs to be adressed so.
Just ran another sim, Even with a googols worth of stregth, He lost his legs and one of his hips!!!
Increase the simulation frequency to 100. Then your scene will be more stable. The reason is, with all those axels, the simulation has a hard time calculating all of the proximities between the different elements in the scene over such a short time interval, and eventually the errors add up and the scene crashes. With a higher sim frequency, it allows the software to calculate proximities between the different elements in the scene more often (per second) and so the scene will be more stable. Even 100 may not be high enough depending on how many more axels and other things that you will be adding to the scene. Just don't increase the sim frequency too high because it can cause lag on slow computers.

In case you didn't know, you can change the simulation frequency by clicking on "Options" (the gear symbol in the upper left corner of the screen) and then click on "Simulation". You can then change the value with the slider or by entering the number.
Last edited at 2015/11/01 20:23:16 by Xray
OK then. Its still an odd bug though.
Oh it's not that odd. You can fix it by using only 2 axles instead of 4 or just using fixjoints
Or try going to the axles' script menu, then find legacyMode and change it to 0
Last edited at 2015/11/01 23:08:30 by The Linkage
The Linkage is correct. This glitch is not odd and it has been known about since the early days of Algodoo. This instability shows up in other forms whenever the sim frequency is set too low. When you substitute 2 axles for 4 or make other changes that reduce the instability, you are essentially doing the same thing as increasing the sim frequency. That is, you are giving the scene fewer items that need to be calculated. So, you can either give the scene fewer items, or you can increase the sim frequency, and you will achieve the same result! It's better to reduce the number of items, because there is less chance that older computers will lag like they might when you increase the frequency.
Last edited at 2015/11/01 23:49:38 by Xray
Ok. The reson im using 4 axels is because of the fact that i want it to where, With enough impulse, when i oringinally made the ragdoll, With enough impulse, I was hoping i could get a going limp than falling off simulation like real life, Where before the bone completly breaks, the limb that the bone goes to goes limp. And i didnt want it to be limp all the time. And with break axels i found it went immediatly from solid, to off.
a googol is 10^100, not 10^10. Furthermore, a googolplex is 10^10^100, or 10^googol. Even more is a googolplexian, which is 10^10^10^100, or 10^googolplex. The googolplexian is the largest number with a name.
Hello, Google.;)
The largest prime number currently known is 2^82,589,933. Also, 10^10 is 10 billion, or 10,000,000,000.