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Are physics calculated at all times - or only in proximity?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by krallopian, Feb 9, 2019.

  1. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

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    I haven't been making collision meshes because most of the assets I'm making are rather straight, "curb" "wall" etc.. but right now I'm going to model about 100 bolts/nuts that would be too small to collide with - and are really only for looks anyway.

    So does the physics core care about them at all times, or only when collided with? I could make them a separate asset and just set their collision to none, but I figured I'd ask! =)
     
  2. fufsgfen

    fufsgfen
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    When close enough more calculations activate. Best practice is to use simple collision mesh that does not have too small long stripes which really cause issues.

    If you won't collide with them, then set to none.
     
    • Like Like x 1
  3. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

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    Textures are just place holder, but you can see why I ask - four pillars with these on them, I'll just import the four sets as a separate set and set collision to none as you suggest. I just want to keep everything as ONE model if I can and don't want to fiddle with collision meshes on certain parts. *Cheers
     

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    • 0067.jpg
  4. Blijo

    Blijo
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    I would make it one "cube" or box, then it will have some collision but no sticky bumpergrabbing mess :)
     
    • Agree Agree x 1
  5. RobertGracie

    RobertGracie
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    I guess it sorta depends on distance away from something if you think about a 4kmx4km so 16km2 map it would be enormous for the amount of calculations going on all at once, so I guess it works of the LOD

    (OT 3000th post)
     
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