switch to multiply friction combine mode; add domain rand: randomize_com_positions_other.
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@@ -46,7 +46,7 @@ class Go2SceneCfg(InteractiveSceneCfg):
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max_init_terrain_level=5,
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collision_group=-1,
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physics_material=sim_utils.RigidBodyMaterialCfg(
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friction_combine_mode="average",
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friction_combine_mode="multiply",
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restitution_combine_mode="average",
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static_friction=1.0,
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dynamic_friction=1.0,
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@@ -274,6 +274,14 @@ class EventCfg:
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"com_range": {"x": (-0.03, 0.03), "y": (-0.03, 0.03), "z": (-0.03, 0.03)},
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},
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)
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randomize_com_positions_other = EventTerm(
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func=mdp.randomize_rigid_body_com,
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mode="startup",
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params={
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"asset_cfg": SceneEntityCfg("robot", body_names="^(?!.*base).*"),
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"com_range": {"x": (-0.03, 0.03), "y": (-0.03, 0.03), "z": (-0.03, 0.03)},
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},
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)
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reset_robot_joints = EventTerm(
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func=mdp.reset_joints_by_scale,
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mode="reset",
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@@ -320,8 +328,8 @@ class EventCfg:
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mode="startup",
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params={
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"asset_cfg": SceneEntityCfg("robot", body_names=".*"),
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"static_friction_range": (0.0, 2.0),
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"dynamic_friction_range": (0.0, 2.0),
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"static_friction_range": (0.5, 1.5),
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"dynamic_friction_range": (0.5, 1.5),
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"restitution_range": (0.0, 0.5),
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"num_buckets": 64,
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"make_consistent": True
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@@ -485,8 +493,8 @@ class Go2EnvCfg(ManagerBasedRLEnvCfg):
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# Physics material settings from subclass
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self.sim.physics_material = self.scene.terrain.physics_material
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self.sim.physx.gpu_max_rigid_patch_count = 512 * 1024
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self.sim.physx.gpu_collision_stack_size = int(128 * 1024 * 1024) # 128 MB
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self.sim.physx.gpu_max_rigid_patch_count = int(1 * 1024 * 1024) # 1 million
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self.sim.physx.gpu_collision_stack_size = int(512 * 1024 * 1024) # 128 MB
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self.sim.physx.enable_external_forces_every_iteration = True
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# Update sensor periods
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