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Collision components for buffers?

Posted: Wed Jul 15, 2015 11:39 pm
by chrisell
I have an oddball problem with my buffer models (as in the assets to place on tracks, not the buffers attached to the trains). If I put them in an endcap for a trackrule and apply a logical collision component to them (ie a proper box size and orientation) then trains collide nicely with the buffers as I would expect.
However if I make the buffers a regular scenery object - for example to allow buffers to be placed at other locations on the track - then the same collision component either causes the trains to pass right through the buffers, or to flip the trains into the air when their center of mass passes the center of the buffer model.
I've been going round in circles on this for a week now without any clear idea of why this happens. Anyone had any success creating collision components for scenery and having trains collide with them?

Re: Collision components for buffers?

Posted: Thu Jul 16, 2015 12:31 am
by MaikG
The collision boxes for moving train collisions must be a part of the rail network logic. A scenery object does not collide with a non derailed train. So the collission boxes can only placed onto the track section population geometrie such as end caps. You can define the collision bon in the ends with non visible buffers and define an offeset for it to match the visible placed scenery buffers.

Re: Collision components for buffers?

Posted: Thu Jul 16, 2015 12:36 am
by chrisell
MaikG wrote:The collision boxes for moving train collisions must be a part of the rail network logic. A scenery object does not collide with a non derailed train. So the collission boxes can only placed onto the track section population geometrie such as end caps. You can define the collision bon in the ends with non visible buffers and define an offeset for it to match the visible placed scenery buffers.
That would explain it then.
Yet another 'bug'. It also explains why the train flicks into the air. The train derails and THEN the collision happens and the physx engine can't cope with the weird intersection.