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SOLVED POBJECTS fall through the ground when restarting the session.

Dragonsteam37

New Member
Hey,

I made some cones in 3dsmax that I want to use as movable/collidable objects on my new track in Assetto Corsa. First i just named the cones: AC_POBJECT_CONES_(NUMBERED). I tried it in AC and it worked, they were collidable and moved when hitting them. But when I pressed restart session some went back to their original position and some fell through the track. After trying it a few more times some always randomly fell through the ground, sometimes 2, sometimes 3,.. Then i looked at a track made with RTB to see how RTB makes these POBJECTS. They have a invisible collider around the cones linked (parent) to the cones. After using this method to make my cones collidable/moveable they again worked in game but some still fall through the ground but actually way less which i find kind of weird. Is that just how it works that some POBJECTS always fall through the ground when restarting the session or is there a way to fix that? Thanks in advance! :)

Thanks again for all the help from you guys here.. makes it so much easier and more fun! :)

upload_2017-4-19_23-50-42.png


upload_2017-4-19_23-50-27.png


upload_2017-4-19_23-50-12.png
 

Dragonsteam37

New Member
where is your pivot point or origin for these objects ?
placing it at the bottom of the object might help. but not sure.
I just tried placing it at the bottom. Now they move differently but still same thing, some just always randomly fall through the ground :/
 

luchian

Administrator
Staff member
What is the poly count of your movable objects ?
For any type of collision physics, it's recommended to keep the poly count to a minimum.

Should you need higher poly count, then use the hierarchy linking (basic shape, named AC_POBJECT_blabla), and high(er) poly named whatever you want, since it's just graphical. Then make the high poly a child to the AC_POBJECT_).

Also, make sure, the origin is above ground (you never know) :).

Otherwise, your poles look very nice ! Good work !
 

Dragonsteam37

New Member
What is the poly count of your movable objects ?
For any type of collision physics, it's recommended to keep the poly count to a minimum.

Should you need higher poly count, then use the hierarchy liking (basic shape, named AC_POBJECT_blabla), and high(er) poly named whatever you want, since it's just graphical. Then make the high poly a child to the AC_POBJECT_).

Also, make sure, the origin is above ground (you never know) :).

Otherwise, your poles look very nice ! Good work !
Thanks! :)
upload_2017-4-20_21-11-49.png

I made the collision physics like you said and put the pivot/origin to middle of the object so it can actually fall over. But even if i put the cones like one meter above the ground some keep falling through the ground after reseting the session. Thanks for your help! :)
 

luchian

Administrator
Staff member
Hmm.. then maybe something wrong with the surface ?
What is the name of the road ?
Does the car has any problems ?
Are all the normals pointing up for the road ?
Are all the normals "normal" for the pole collision ? :)

Also, have you checked the logs ? Any errors there ?
 

Dragonsteam37

New Member
Hmm.. then maybe something wrong with the surface ?
What is the name of the road ?
Does the car has any problems ?
Are all the normals pointing up for the road ?
Are all the normals "normal" for the pole collision ? :)

Also, have you checked the logs ? Any errors there ?
I just tried it on Silverstone from kunos and even there some fall through the ground :lol:
 
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