Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Black Wolf on October 16, 2006, 11:04:38 am

Title: Cargo spinning
Post by: Black Wolf on October 16, 2006, 11:04:38 am
This is one of the weirder problems I've ever encountered - hoping someone else may have come across it (and hopefully a fix too). I have a cargo container, and a freighter it's supposed to dock with. The only problem is, once it's docked with the freighter, it starts spinning wildly. so fast, in fact, that getting too close will instantly kill you. It also spins in FRED whenever the two models are docked together and you move the model.

I've confirmed it's the cargo container and not the freighter by docing them both to various other things and seeing what happens, but beyond that I'm utterly stumped. The container has what looks to me like a normal dockpoint, it has normals for every point and a spline path, it's arranged so that point 01 is 1 unit ahead of point 00 along the appropriate axis (aligned with the freighter's dockpoint), I've fiddled with the mass of the pof (Same symptoms at both 180 and 180000) - I'm out of ideas, and my usual go to guy (VA) seems stumped too. So, err, has anyone else had this problem, or have a suggestion?
Title: Re: Cargo spinning
Post by: Colonol Dekker on October 16, 2006, 11:27:54 am
Link the models up, so we can duplicate the situation p[lease :D
Title: Re: Cargo spinning
Post by: Black Wolf on October 16, 2006, 11:38:06 am
Can't - they're Aesir.
Title: Re: Cargo spinning
Post by: Flipside on October 16, 2006, 12:25:47 pm
If it's my one, that's odd, it never used to do that :nervous:

Title: Re: Cargo spinning
Post by: Col. Fishguts on October 16, 2006, 01:11:10 pm
Have you looked at the MOI values ? Just a wild guess, but anything related to fast spinning models rings the MOI bell for me.
Title: Re: Cargo spinning
Post by: Black Wolf on October 16, 2006, 01:49:56 pm
All the MOI Settings are 0 - I'll import some from another cargo container and see what happens.

[EDIT] Nope, no joy :(
Title: Re: Cargo spinning
Post by: AqueousShadow on October 16, 2006, 05:57:41 pm
Is the freighter a part of a wing?
Title: Re: Cargo spinning
Post by: Taristin on October 16, 2006, 06:19:11 pm
Mass shouldnt be 180... Fighters only have a mass of like 5, according to what the Nephilim was in FS1.

Other than that, I dont know. Nevre had that problem.
Title: Re: Cargo spinning
Post by: Flipside on October 16, 2006, 06:54:38 pm
If it was AI or Physics, Fred wouldn't notice it, it's something to do with the Axis or alignment of those dockpointsm, its the only thing it really can be. If the cargo doesn't spin when it's not docked to anything, I'd say try moving the two dockpoints a little further apart, I found out recently that FS2 figures out the alignment of the docking ship by the line between the two points, the only thing that I can think of is that it's something to do with that.
Title: Re: Cargo spinning
Post by: Dark Hunter on October 16, 2006, 06:57:50 pm
I've seen the same problem, though most often with Vela-class freighters and their cargo (often with comical results if they attmept to jump out.  :D)

I've also seen it in ITDOH2, where a frieghter docked with a Acheron-class defense platform causes said platform to spin like crazy, until the freighter undocks... :confused:
Title: Re: Cargo spinning
Post by: BS403 on October 18, 2006, 12:10:47 am
or explodes :lol:
Title: Re: Cargo spinning
Post by: StratComm on October 27, 2006, 02:09:13 pm
I just saw this, but I've got a question.  Are the two dockpoints on either (or both) of the problem pairing in the same location or are the dockpoints separated in to two docks?  I'd be happy to take a look at the model if you wish.
Title: Re: Cargo spinning
Post by: Mad Bomber on October 27, 2006, 05:07:12 pm
Someone figure this out so that rapidly-spinning models can be used as weapons in a pure-silliness campaign. :p

DOCKPOINT ERROR ATTACK! *SD Ravana is quickly bashed to pieces by a model that really shouldn't be spinning*
Title: Re: Cargo spinning
Post by: Cobra on October 27, 2006, 05:45:30 pm
I'll see your "Spinning Arms of Death" and raise you a "Spinning Cargo Container of Death." :D
Title: Re: Cargo spinning
Post by: Black Wolf on October 27, 2006, 10:07:52 pm
I just saw this, but I've got a question.  Are the two dockpoints on either (or both) of the problem pairing in the same location or are the dockpoints separated in to two docks?  I'd be happy to take a look at the model if you wish.

Nope, the two dockpoints are definitely separated - that was my first thought as well.

That said, I'm completely stumped, so if you think you can figure it out...

E-mail sent.
Title: Re: Cargo spinning
Post by: StratComm on October 27, 2006, 11:18:47 pm
Ok, try changing the number in the spline path box from 1 to 0.  Kazan's comment in PCS about that number is wrong as far as I can tell, so you should be using the actual path number (0) instead of 1.  I can't actually reproduce this bug with the older SCP versions that I'm running, but the only thing that looks in any way off is that.  I'll check it again with a newer version, but for now try that.

EDIT: I can't reproduce it; can I have the freighter too? Also, have you tried clearing the model's IBX cache?
Title: Re: Cargo spinning
Post by: Black Wolf on October 29, 2006, 12:38:45 am
Ha ha! That did it! Wahoo!

Something so stupidly simple too... Wow.

Cheers Stratt :D