Hi, we use a module that is been developed for us as custom work. It allows running unmodified SL vehicle scripts - well, mostly. We also have llSetKeyframedMotion() for things that don't really need to be physical. The latter will be donated to OpenSim at some point.
Melanie On 06/06/2012 19:41, Bengt Falke wrote: > Does anybody know what kind of physics Avination use? Physics works better > there if I remember correctly? > Void Pipe > > 6 jun 2012 kl. 19:10 skrev James Hughes: > >> I have been experimenting with trains in SL and would like to make a >> physical one that works in OpenSim. Hopefully these cases aren't some >> limitation of the physics engines and can have a proper fix. >> >> -BlueWall >> >> On 06/05/2012 07:46 PM, Mike Higgins wrote: >>> I was talking to Justin Clark-Casey at the OpenSim developers meeting >>> this morning, and he suggested that the mailing lists would be the >>> easiest way to have a conversation about vehicle physics on OpenSim. >>> Justin you there? Is this where you meant? Anyone else want to talk >>> about vehicle scripting in OpenSim? >>> >>> I am in the process of testing the OpenSim vehicle scripting calls and >>> trying to find out what works and what can be worked around. I am >>> submitting mantis reports when I think I see a true bug, issue numbers >>> 0006039 <http://opensimulator.org/mantis/view.php?id=6039> and 0006040 >>> <http://opensimulator.org/mantis/view.php?id=6040> for starters. Instead >>> of submitting 1000 line vehicle scripts that do not work, I am writing >>> small 10-line scripts that demonstrate a particular problem. >>> >>> Issue 0006040 <http://opensimulator.org/mantis/view.php?id=6040> is >>> particularly interesting because if my hypothesis is correct, the linear >>> motor direction is being actively projected onto the global XY plane. I >>> cannot get an airplane to glide up, or a balloon to rise using the >>> linear motor. (Hover height works with balloons, but not the linear >>> motor even with hover height disabled). The interesting thing about this >>> is that my hypothesis suggests that there is extra code doing this >>> projection onto the XY plane. I checked the vehicle flags and there >>> isn't one that should force this extra projection into the calculations. >>> Vehicle type balloon is supposed to have all the flags removed, but just >>> to be sure I used the remove call to clear them all. The linear motor >>> still cannot go up. Can someone familiar with the code look at the >>> linear motor and tell me why this is happening and if there is a way to >>> disable it? (I tried turning flags like VEHICLE_FLAG_NO_DEFLECTION_UP on >>> to see if this flag was inverted, and if it applied to the motor instead >>> of deflection, but no luck). >>> >>> The fun thing is that I can write one kind of vehicle that works well -- >>> assuming this bug is there. I built a vehicle that has the linear motor >>> set to <0,0,20>, pointing straight up. When the vehicle is perfectly >>> horizontal, the projection of this motor onto XY is <0,0,0> and the >>> vehicle does nothing. But then when you tilt the vehicle in any >>> direction, the projection of the linear motor on XY becomes non-zero and >>> causes it to start moving in the direction of tilt. This feels a lot >>> like an RL helicopter, so I used the control keys to pitch down/up to >>> move forward/backwards, added yaw left and right, and used page-up/down >>> to increase/decrease the hover height. I put it in a hacked together >>> helicopter build and it is a lot of fun! >>> >>> I'm looking for work-arounds for the current vehicle routine behaviors. >>> One work-around for an airplane is to turn on hover height, check the >>> airplane speed and pitch once a second in timer(), calculate what >>> altitude the plane should get to in the next second, and set hover >>> height to that altitude. The things we do to get stuff working! >>> >>> >>> >>> >>> >>> _______________________________________________ >>> Opensim-dev mailing list >>> [email protected] >>> https://lists.berlios.de/mailman/listinfo/opensim-dev >> >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-dev >> > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > > _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
