Ive spent a couple of good weeks on this, and welcome any suggestion or helps relating to issues with Kinematic actors and joints with physx.
First, I will start with the setup. I have one physx kinematic actor suspended in the air and a rope connected to this kinematic actor. The rope is comprised of other actors all connected to its neighbor via a sphere joint.
The sphere joints are all configured correctly, with have no limit on its degree of freedom. The setup procedures set that each actor connect via the sphere joint ignores collision with every other actor in the scene, this includes the kinematic actor.
When the simulation starts up, the rope is completely stable when connected to the kinematic actor. Moving the kinematic actor around for example forward and back at 1mps gives the desired result and the rope is stable.
Now when starting to move the kinematic actor at speeds greater than 15 to 25 meters per second, problems start occurring on the rope. Sudden jumps on the actors of the rope can be seen. Just there is a sudden update being applied to one of the rope segments. And the whole thing goes hurdling forward.
I have done many different attempts, the list include.
* Set the iteration solver count from 4 to 60
* Distribute the weight evenly across the actors
* Use suggestion on to set the inertia to higher values
* Set the update rate to 200hz.
The only thing that has helped the situation has been changing the time step from fix time steps to dynamic time steps. Though this is not desirable because it makes the simulation un deterministic.
Though, the alternative solution has been is not to use the kinematic actor as a parent for the rope. Instead to use just a normal dynamic actor that is constantly re-positioned at the exact same location over and over again. This way, even reaching speeds from 0 to 100mps the rope stays stable, and the simulation works perfectly fine.
I would like to use the kinematic actor instead but have not found a solution to solve the rope from sudden jitters when reaching higher speeds. The main reason being, even though repositioning the dynamic actor works, the rope segments still pull on it.