also on OpenSimDefaults.ini

avinationmerge
UbitUmarov 2015-10-21 01:13:41 +01:00
parent c37ea1910d
commit f6252e9037
1 changed files with 5 additions and 15 deletions

View File

@ -892,7 +892,8 @@
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
world_stepsize = 0.0178
world_internal_steps_without_collisions = 10
; number of iterations of constrains solver, higher should improve results up to a point, but taking more time. No real gain in more than default
world_solver_iterations = 10
;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
world_hashspace_size_low = -4
@ -940,18 +941,14 @@
; desired velocity
; See http://en.wikipedia.org/wiki/PID_controller
av_pid_derivative_linux = 2200.0
av_pid_proportional_linux = 900.0;
av_pid_derivative_win = 2200.0
av_pid_proportional_win = 900.0;
av_pid_derivative = 2200.0
av_pid_proportional = 900.0;
;girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
; Max force permissible to use to keep the avatar standing up straight
av_capsule_standup_tensor_win = 550000
av_capsule_standup_tensor_linux = 550000
av_capsule_standup_tensor = 550000
; specifies if the capsule should be tilted (=true; old compatibility mode)
; or straight up-and-down (=false; better and more consistent physics behavior)
@ -1003,19 +1000,12 @@
; maximum number of contact points to generate per collision
contacts_per_collision = 80
; amount of time a geom/body will try to cross a region border before it gets disabled
geom_crossing_failures_before_outofbounds = 5
; start throttling the object updates if object comes in contact with 3 or more other objects
geom_contactpoints_start_throttling = 3
; send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15
; Used for llSetStatus. How rigid the object rotation is held on the axis specified
body_motor_joint_maxforce_tensor_linux = 5
body_motor_joint_maxforce_tensor_win = 5
; Maximum mass an object can be before it is clamped
maximum_mass_object = 10000.01