test(vehicle): add -reversetest and record the reverse is wheel-spin, not throttle
-reversetest holds negative throttle; forward throttle drives -224.9 km/h and reverse throttle -99.5 km/h, both backward, so the throttle sign is not the cause - the wheel spin is inverted relative to the engine torque. Mesh orientation is fine (nose +X). Next: check the imported wheel-bone reference pose (axle may land on X/Z, not Y).
This commit is contained in:
1 parent
dc7b7652af
commit
c3aacabd46
2 files changed
+14
-1
No files matched your search
@@ -318,7 +318,8 @@ void AGigLineVehicle::Tick(float DeltaSeconds)
|
|||||||
{
|
{
|
||||||
if (DriveElapsed > 1.0f && DriveElapsed < 4.0f)
|
if (DriveElapsed > 1.0f && DriveElapsed < 4.0f)
|
||||||
{
|
{
|
||||||
Movement->SetThrottleInput(1.0f);
|
const float Throttle = FParse::Param(FCommandLine::Get(), TEXT("reversetest")) ? -1.0f : 1.0f;
|
||||||
|
Movement->SetThrottleInput(Throttle);
|
||||||
}
|
}
|
||||||
else if (DriveElapsed >= 4.0f && !bDriveReported)
|
else if (DriveElapsed >= 4.0f && !bDriveReported)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1048,3 +1048,15 @@ Historical task context from 2026-11-09/10; later vehicle findings above may sup
|
|||||||
X, not the bone's Y), the engine torque sign, or the throttle sign. Next probe: run the
|
X, not the bone's Y), the engine torque sign, or the throttle sign. Next probe: run the
|
||||||
`-drivetest` with `SetThrottleInput(-1.0)` to split "throttle inverted" from "wheel spin
|
`-drivetest` with `SetThrottleInput(-1.0)` to split "throttle inverted" from "wheel spin
|
||||||
inverted" in one run.
|
inverted" in one run.
|
||||||
|
|
||||||
|
## 2026-11-10 — Vehicle reverse: both throttle signs drive backward
|
||||||
|
|
||||||
|
- `-reversetest` (negative throttle) shows the throttle sign is not the cause: forward
|
||||||
|
throttle → −224.9 km/h, reverse throttle → −99.5 km/h — **both backward**, so the wheel
|
||||||
|
spin is inverted relative to the engine torque, not the input mapping.
|
||||||
|
- The mesh orientation is fine (imported bounds 476 × 228 cm, nose at +X). The earlier axle
|
||||||
|
flip (inward→outward) was a no-op, so the next check is the **imported wheel-bone
|
||||||
|
reference pose**: the axle (bone Y) may be landing on Unreal X or Z, not Y, so the wheel
|
||||||
|
spins about the wrong axis. `FPhysicsAssetUtils`-style body setup is not the cause either
|
||||||
|
(physics already simulates).
|
||||||
|
- Kept `-reversetest` in the drive test as the diagnostic for this.
|
||||||
Reference in new issue
Block a user