Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Mike Higgins

On 6/6/12 4:30 PM, Brianna wrote:
let me remind you OpenSim is not SL.. as such start with a fresh 
script using X and ODE.
over the past years I have seen most vehicle types duplicated by the 
vehicle creators with and without the vehicle functions.

to call the difference a bug is not addressing the solutions.
I know that OpenSim is not Sl, I am starting with fresh scripts. I would 
love to talk to someone who has made an airplane work. Did they find a 
way to disable the squashing of the Z component of the linear motor? Did 
they do the hack I suggested of using hover height to replace the 
missing linear motor Z values? And when the airplane pitches or rolls, 
the local Z axis decouples from the region Z axis and the angular motor 
should start acting strange. Did they discover that the angular motor 
vector must be multiplied by llGetRot() like I did? And why didn't they 
document this for the next guy?




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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Mike Higgins

On 6/6/12 12:48 AM, Bengt Falke wrote:
I am also interested in physics for vehicles mainly for creating 
working yacht and for making my free moving scripted animals to work 
in a smooth way.

If there is a way I can contribute I will try to do so.

Also at the recent OpenSim developers meeting, Andrew Hellershanks 
said (about llSetTImerEvent minimum time limits) Not sure why you would 
want to use something other [less] than 1.0. I think the developers 
need to know that there are 1000's of scripters in SL DESPERATELY trying 
to find ANY WAY to make simple things like a fish move smoothly through 
the water at a constant velocity. In SL you can usually get timer() 
events as often as once every 0.2 seconds, which is not quite often 
enough for smooth looking motion. timer events more often would be one 
way to get smoother looking motion. I've seen people write scripts that 
had abominations like: while (1) { moveit(); llSleep(0.05); }  The 
OpenSim developers need to throw these guys a bone so they will NOT DO 
THAT HERE!


Of course, LL only recently threw them the llSetKeyframedMotion() 
bone. Before that, people tried to use physics and llMoveToTarget() 
which was NEVER DESIGNED TO GENERATE LINEAR MOTION (it is always 
damped). Although you can play games with it and find reasonably linear 
portions of the curve. But that requires accurate llSetTimerEvent 
durations to stop the llMoveToTarget part way through a damped move. And 
in OpenSim, llMoveToTarget is damped 9 times faster than SL (mantis 
issue 5968) which requires pushing it nine times harder to try to 
capture a linear section and even more accurate llSetTimerEvent times to 
prevent the object from running away from you...


 The only other way in SL (before llSetKeframedMotion) to get 
something to move smoothly at a constant velocity is to make it a 
vehicle. Which is sort of like using a 4 ton hydrolic press to insert 
thumbtacks in a cork board.  And even in SL, the vehicle functions are 
really squirrely.


So the major reason I am testing the OpenSim vehicle routines is to 
see if I can find a reliable subset of them, or a set of workarounds, 
that will allow me to move a fish smoothly through the water at a 
constant velocity.


So far I have found a few problems and some workarounds:
1) Vehicles crash and burn at the sim boundary, the workaround is to add 
code to detect the sim boundary before the vehicle gets there and 
prevent it from even getting close. But if llSetTimerEvent is not 
accurate, if your timer() event is not called regularly to do this 
check, the vehicle runs into the sim boundary and goes crazy.
2)  The angular motor rotates around the wrong axes, but you can 
workaround that by multiplying your vectors by llGetRot (mantis issue 
6039). I'm guessing that nobody noticed this before because cars and 
boats and helicopters are usually horizontal and their local Z axis is 
aligned with the region Z axis.
3) The linear motor vector is clamped or projected onto the region XY 
plane. (mantis issue 6040) A car or a boat or a helicopter might never 
notice this, but with no Z values allowed in linear motors, how can 
airplanes glide up or down? Someone please tell me how to get this to work!



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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Mike Higgins

On 6/6/12 9:24 AM, Kevin Cozens wrote:
I'm somewhat interested in vehicle scripting as some of the issues may 
be related to other movement related issues I have when I try to make 
some fireworks. It would also be good to have fixed so I could use my 
flying sleigh at Christmas time. :-)
My helicopter hack that uses the mantis issue 6039 behavior to good 
advantage might do the trick for your sleigh. I'm cleaning it up and 
posting it on the osgrid scripting forum soon, look for it there or 
contact me back channel.


I have a fireworks script from SL. It seems to be almost working. The 
problem I see is that when the main script tries to launch the 
firework projectile, the vertical velocity requested in the 
llRezObject call is ignored. The projectile moves slightly in the X 
and Y directions a small amount (less than expected), then explodes. 
The lack of vertical motion sounds similar to the problem mentioned 
above with vehicle scripts.
This does sound similar and would create a smaller simpler test 
program to demonstrate the bug! Nobody can argue that the velocity of a 
rezzed object should be squashed into the XY plane and not allowed to 
have a Z component!



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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Bengt Falke
This is getting more and more interesting for each post on the subject.. 

I think it would be a good thing to collect all the relevant information about 
physics and scripting in the forum so it is available to all struggling with 
this. Are there still active work going on with ODE or are our only option to 
find ways around the problems or hope for the Bullet engine?

I saw in another post a reference to a OSGrid scripting forum and I assume it 
is this section you are referring to (please correct me if I am wrong): 
http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec 

That might anyhow be a good place to post in.
Void Pipe




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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread James Stallings II
I've been working with vehicle scripting on opensims now for over 4 years.
There are lots of historical scripts I have written or adapted from the
work of others, or collaborated on with others in the OSgrid scripting
forums. These include sailing scripts, automobile scripts, and yes, even a
helicopter script. Dave Coyle said over three years ago that my helicopter
was the most satisfying vehicle he'd ever seen on an opensim'.

In fact, Owen Oyen and I produced the first vehicles on OSgrid *without any
vehicle functions at all*. These were sailboats that entirely simulated
'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends.
The boat was clunky, did not heel, moved in anything but a smooth fashion,
and was hell on the simulation. My more 'modern' boats can be found on
Littlefield region on OSgrid, as well as a historical display documenting
the work on the aquavita. The working copies of the boats are in a vendor;
those sitting at the dock have had the scripts ripped out to reduce lag on
the sim, don't take copies of those.

Later (much later than that boat, the 'Aquavita), I worked extensively
with Kitto Flora to get ODE implemetations of such vehicle scripting
functions working as  work now. The work is imperfect, but not all of the
problems are with ODE proper; some have to do with various math functions'
implementation in opensim, and how they differ from the same math functions
as implemented in SL under havoc. The short story is, LL's functions are
broken in terms of how physics actually dictates real-world objects behave;
and the same functions are incomplete here, as the developers who worked on
them refused to implement the broken math, and no resolution could be
reached among the devs as to how to proceed, so the functions on opensims
are incomplete and/or unfinished.

All of this is more or less ancient history. I've got many very simple test
objects needed to reproduce these errors as test cases in inventory on the
grid, and related mantis entries filed, but quite frankly they've been
ignored for so long I lost interest a couple years back and haven't really
bothered with vehicles since. Who wants to sail a boat that doesn't heel?
Who want's to fly an airplane that has no inertia if a vector component is
on the z-axis? Not to mention, incoming physics 'fixes' often break the
workarounds, with no explanation of how to take advantage of the
improvements.

It's really discouraging to be told about your now non-functional
helicopter you've been using for most of a year that 'those vehicle
functions never really worked anyway'.

One of the problems is that to make something work you have to be able to
define 'working' in a manner that lends itself to implementation by nuts
and bolts coders, and (so far) no one has presented themselves that has
that sort of exhaustive knowledge of LL's vehicle physics.

I'm not a nay-sayer; I really hope this stuff can be made to work someday;
but I long ago lost hope as I'll likely be dead and buried before it
happens at current rates of development, especially if everyone forgets or
ignores all the prior work that has been done or that the issues raised are
not so new as the users encountering them.

I'm available to help with this, as much or as little as is needed, but
you'll have to be patient with me as, at this point, I've largely forgotten
a lot of what I knew about this, having given up on going blue in the face
trying to get anyone to take notice of the issues I was raising.


Cheers
James aka Hiro Protagonist


On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:

 This is getting more and more interesting for each post on the
 subject..

 I think it would be a good thing to collect all the relevant information
 about physics and scripting in the forum so it is available to all
 struggling with this. Are there still active work going on with ODE or are
 our only option to find ways around the problems or hope for the Bullet
 engine?

 I saw in another post a reference to a OSGrid scripting forum and I assume
 it is this section you are referring to (please correct me if I am wrong):
 http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec

 That might anyhow be a good place to post in.
 Void Pipe




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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Bengt Falke
James, are your scripts open for us to view and work with?
Regards/ Void Pipe

7 jun 2012 kl. 13:30 skrev James Stallings II:

 I've been working with vehicle scripting on opensims now for over 4 years. 
 There are lots of historical scripts I have written or adapted from the work 
 of others, or collaborated on with others in the OSgrid scripting forums. 
 These include sailing scripts, automobile scripts, and yes, even a helicopter 
 script. Dave Coyle said over three years ago that my helicopter was the most 
 satisfying vehicle he'd ever seen on an opensim'. 
 
 In fact, Owen Oyen and I produced the first vehicles on OSgrid *without any 
 vehicle functions at all*. These were sailboats that entirely simulated 
 'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends. The 
 boat was clunky, did not heel, moved in anything but a smooth fashion, and 
 was hell on the simulation. My more 'modern' boats can be found on 
 Littlefield region on OSgrid, as well as a historical display documenting the 
 work on the aquavita. The working copies of the boats are in a vendor; those 
 sitting at the dock have had the scripts ripped out to reduce lag on the sim, 
 don't take copies of those.
 
 Later (much later than that boat, the 'Aquavita), I worked extensively with 
 Kitto Flora to get ODE implemetations of such vehicle scripting functions 
 working as  work now. The work is imperfect, but not all of the problems are 
 with ODE proper; some have to do with various math functions' implementation 
 in opensim, and how they differ from the same math functions as implemented 
 in SL under havoc. The short story is, LL's functions are broken in terms of 
 how physics actually dictates real-world objects behave; and the same 
 functions are incomplete here, as the developers who worked on them refused 
 to implement the broken math, and no resolution could be reached among the 
 devs as to how to proceed, so the functions on opensims are incomplete and/or 
 unfinished.
 
 All of this is more or less ancient history. I've got many very simple test 
 objects needed to reproduce these errors as test cases in inventory on the 
 grid, and related mantis entries filed, but quite frankly they've been 
 ignored for so long I lost interest a couple years back and haven't really 
 bothered with vehicles since. Who wants to sail a boat that doesn't heel? Who 
 want's to fly an airplane that has no inertia if a vector component is on the 
 z-axis? Not to mention, incoming physics 'fixes' often break the workarounds, 
 with no explanation of how to take advantage of the improvements.
 
 It's really discouraging to be told about your now non-functional helicopter 
 you've been using for most of a year that 'those vehicle functions never 
 really worked anyway'.
 
 One of the problems is that to make something work you have to be able to 
 define 'working' in a manner that lends itself to implementation by nuts and 
 bolts coders, and (so far) no one has presented themselves that has that sort 
 of exhaustive knowledge of LL's vehicle physics.
 
 I'm not a nay-sayer; I really hope this stuff can be made to work someday; 
 but I long ago lost hope as I'll likely be dead and buried before it happens 
 at current rates of development, especially if everyone forgets or ignores 
 all the prior work that has been done or that the issues raised are not so 
 new as the users encountering them.
 
 I'm available to help with this, as much or as little as is needed, but 
 you'll have to be patient with me as, at this point, I've largely forgotten a 
 lot of what I knew about this, having given up on going blue in the face 
 trying to get anyone to take notice of the issues I was raising.
 
 
 Cheers
 James aka Hiro Protagonist
 
 
 On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:
 This is getting more and more interesting for each post on the subject..
 
 I think it would be a good thing to collect all the relevant information 
 about physics and scripting in the forum so it is available to all struggling 
 with this. Are there still active work going on with ODE or are our only 
 option to find ways around the problems or hope for the Bullet engine?
 
 I saw in another post a reference to a OSGrid scripting forum and I assume it 
 is this section you are referring to (please correct me if I am wrong): 
 http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec
 
 That might anyhow be a good place to post in.
 Void Pipe
 
 
 
 
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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Melanie
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!
 
 
 
 
 
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[Opensim-dev] Simborder crossings and disapearing regions.

2012-06-07 Thread R.Gunther

I see since yesterday a weird problem. and possible before to.

when i fly around a few sims. in this case simsquare metaverse 1,3,4,2 
(in that order)
then when am in simsquare metaverse 2, i dont see anymore simsquare 
metaverse astro  astrosea.

If am waiting long enough on simsquare metaverse 2 i crash in the viewer !
when i teleport quick to the other sim at the other side, named  
simsquare metaverse orion.
then simsquare metaverse astro  astro sea are still gone. also when i 
fly to neighborn sim.


Now the intressting part, sometimes it works to teleport to plaza and back.
But in this case the teleport to wright plaza failed and got aborted.
After the aborted teleport, simsquare metaverse astro  astrosea came 
automatic back.


I get the feeling that somewhere after simborder crossings a mention is 
not established or cant get established.

And idea if am overlooking something ? or am flying into some bug ?

Someone else test the same and when she entered simsquare metraverse 4 
she crashed to after a while,

can create bad neigborn simns this problem to ?

I use singularity as viewer, but have seen the same problem with old 
imprudence 1.4b2


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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread James Hughes

Mike,

I guess that no one that deals with vehicles has taken a look at that 
code in a good while now. Since you have a handle on this from the LSL 
side, why don't you have a look at the OpenSim ODE code for that? I did 
look at it and it looks pretty straightforward. Maybe you can see 
something from that side.


https://github.com/BlueWall/opensim/blob/master/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs#L824

d is Ode.NET which contains functions found here: 
http://ode-wiki.org/wiki/index.php?title=Manual:_Rigid_Body_Functions


If you see something there, you can submit patches (or hit us with a 
clue stick) and we can get it fixed. It may be as simple as calling 
d.BodyGetRotation and plugging the result into the equation: 
https://github.com/BlueWall/opensim/blob/master/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs#L845


Thanks!
-BlueWall

On 06/07/2012 03:31 AM, Mike Higgins wrote:

On 6/6/12 4:30 PM, Brianna wrote:

let me remind you OpenSim is not SL.. as such start with a fresh
script using X and ODE.
over the past years I have seen most vehicle types duplicated by the
vehicle creators with and without the vehicle functions.
to call the difference a bug is not addressing the solutions.

I know that OpenSim is not Sl, I am starting with fresh scripts. I would
love to talk to someone who has made an airplane work. Did they find a
way to disable the squashing of the Z component of the linear motor? Did
they do the hack I suggested of using hover height to replace the
missing linear motor Z values? And when the airplane pitches or rolls,
the local Z axis decouples from the region Z axis and the angular motor
should start acting strange. Did they discover that the angular motor
vector must be multiplied by llGetRot() like I did? And why didn't they
document this for the next guy?



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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread James Stallings II
They are all completely open, yes :)

On Thu, Jun 7, 2012 at 6:55 AM, Bengt Falke be...@falke.nu wrote:

 James, are your scripts open for us to view and work with?
 Regards/ Void Pipe

 7 jun 2012 kl. 13:30 skrev James Stallings II:

 I've been working with vehicle scripting on opensims now for over 4 years.
 There are lots of historical scripts I have written or adapted from the
 work of others, or collaborated on with others in the OSgrid scripting
 forums. These include sailing scripts, automobile scripts, and yes, even a
 helicopter script. Dave Coyle said over three years ago that my helicopter
 was the most satisfying vehicle he'd ever seen on an opensim'.

 In fact, Owen Oyen and I produced the first vehicles on OSgrid *without
 any vehicle functions at all*. These were sailboats that entirely simulated
 'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends.
 The boat was clunky, did not heel, moved in anything but a smooth fashion,
 and was hell on the simulation. My more 'modern' boats can be found on
 Littlefield region on OSgrid, as well as a historical display documenting
 the work on the aquavita. The working copies of the boats are in a vendor;
 those sitting at the dock have had the scripts ripped out to reduce lag on
 the sim, don't take copies of those.

 Later (much later than that boat, the 'Aquavita), I worked extensively
 with Kitto Flora to get ODE implemetations of such vehicle scripting
 functions working as  work now. The work is imperfect, but not all of the
 problems are with ODE proper; some have to do with various math functions'
 implementation in opensim, and how they differ from the same math functions
 as implemented in SL under havoc. The short story is, LL's functions are
 broken in terms of how physics actually dictates real-world objects behave;
 and the same functions are incomplete here, as the developers who worked on
 them refused to implement the broken math, and no resolution could be
 reached among the devs as to how to proceed, so the functions on opensims
 are incomplete and/or unfinished.

 All of this is more or less ancient history. I've got many very simple
 test objects needed to reproduce these errors as test cases in inventory on
 the grid, and related mantis entries filed, but quite frankly they've been
 ignored for so long I lost interest a couple years back and haven't really
 bothered with vehicles since. Who wants to sail a boat that doesn't heel?
 Who want's to fly an airplane that has no inertia if a vector component is
 on the z-axis? Not to mention, incoming physics 'fixes' often break the
 workarounds, with no explanation of how to take advantage of the
 improvements.

 It's really discouraging to be told about your now non-functional
 helicopter you've been using for most of a year that 'those vehicle
 functions never really worked anyway'.

 One of the problems is that to make something work you have to be able to
 define 'working' in a manner that lends itself to implementation by nuts
 and bolts coders, and (so far) no one has presented themselves that has
 that sort of exhaustive knowledge of LL's vehicle physics.

 I'm not a nay-sayer; I really hope this stuff can be made to work someday;
 but I long ago lost hope as I'll likely be dead and buried before it
 happens at current rates of development, especially if everyone forgets or
 ignores all the prior work that has been done or that the issues raised are
 not so new as the users encountering them.

 I'm available to help with this, as much or as little as is needed, but
 you'll have to be patient with me as, at this point, I've largely forgotten
 a lot of what I knew about this, having given up on going blue in the face
 trying to get anyone to take notice of the issues I was raising.


 Cheers
 James aka Hiro Protagonist


 On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:

 This is getting more and more interesting for each post on the
 subject..

 I think it would be a good thing to collect all the relevant information
 about physics and scripting in the forum so it is available to all
 struggling with this. Are there still active work going on with ODE or are
 our only option to find ways around the problems or hope for the Bullet
 engine?

 I saw in another post a reference to a OSGrid scripting forum and I
 assume it is this section you are referring to (please correct me if I am
 wrong):
 http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec

 That might anyhow be a good place to post in.
 Void Pipe




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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Kevin Cozens

On 12-06-07 03:09 AM, Mike Higgins wrote:

Also at the recent OpenSim developers meeting, Andrew Hellershanks said
(about llSetTImerEvent minimum time limits) Not sure why you would want to
use something other [less] than 1.0. I think the developers need to know
that there are 1000's of scripters in SL DESPERATELY trying to find ANY WAY
to make simple things like a fish move smoothly through the water at a
constant velocity.


That is a misquote. The comment about using something other than 1.0 was 
about the ScriptDelayFactor and not about wanting time delays less than 1 
second. IIRC, if you ask for a delay of x seconds, you get a delay of 
x*ScriptDelayFactor seconds. Changing the scale factor affects every script 
in a grid and is probably not something you would want to do unless you are 
testing, or else you will get complaints from users asking why the delays in 
their script aren't giving them the delay they asked for.


--
Cheers!

Kevin.

http://www.ve3syb.ca/   |Nerds make the shiny things that distract
Owner of Elecraft K2 #2172  | the mouth-breathers, and that's why we're
| powerful!
#include disclaimer/favourite | --Chris Hardwick
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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Bengt Falke
Sorry but I am not allowed to view your scripts...
Regards/ Vid Pipe

7 jun 2012 kl. 14:22 skrev James Stallings II:

 They are all completely open, yes :)
 
 On Thu, Jun 7, 2012 at 6:55 AM, Bengt Falke be...@falke.nu wrote:
 James, are your scripts open for us to view and work with?
 Regards/ Void Pipe
 
 7 jun 2012 kl. 13:30 skrev James Stallings II:
 
 I've been working with vehicle scripting on opensims now for over 4 years. 
 There are lots of historical scripts I have written or adapted from the work 
 of others, or collaborated on with others in the OSgrid scripting forums. 
 These include sailing scripts, automobile scripts, and yes, even a 
 helicopter script. Dave Coyle said over three years ago that my helicopter 
 was the most satisfying vehicle he'd ever seen on an opensim'. 
 
 In fact, Owen Oyen and I produced the first vehicles on OSgrid *without any 
 vehicle functions at all*. These were sailboats that entirely simulated 
 'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends. The 
 boat was clunky, did not heel, moved in anything but a smooth fashion, and 
 was hell on the simulation. My more 'modern' boats can be found on 
 Littlefield region on OSgrid, as well as a historical display documenting 
 the work on the aquavita. The working copies of the boats are in a vendor; 
 those sitting at the dock have had the scripts ripped out to reduce lag on 
 the sim, don't take copies of those.
 
 Later (much later than that boat, the 'Aquavita), I worked extensively with 
 Kitto Flora to get ODE implemetations of such vehicle scripting functions 
 working as  work now. The work is imperfect, but not all of the problems are 
 with ODE proper; some have to do with various math functions' implementation 
 in opensim, and how they differ from the same math functions as implemented 
 in SL under havoc. The short story is, LL's functions are broken in terms of 
 how physics actually dictates real-world objects behave; and the same 
 functions are incomplete here, as the developers who worked on them refused 
 to implement the broken math, and no resolution could be reached among the 
 devs as to how to proceed, so the functions on opensims are incomplete 
 and/or unfinished.
 
 All of this is more or less ancient history. I've got many very simple test 
 objects needed to reproduce these errors as test cases in inventory on the 
 grid, and related mantis entries filed, but quite frankly they've been 
 ignored for so long I lost interest a couple years back and haven't really 
 bothered with vehicles since. Who wants to sail a boat that doesn't heel? 
 Who want's to fly an airplane that has no inertia if a vector component is 
 on the z-axis? Not to mention, incoming physics 'fixes' often break the 
 workarounds, with no explanation of how to take advantage of the 
 improvements.
 
 It's really discouraging to be told about your now non-functional helicopter 
 you've been using for most of a year that 'those vehicle functions never 
 really worked anyway'.
 
 One of the problems is that to make something work you have to be able to 
 define 'working' in a manner that lends itself to implementation by nuts and 
 bolts coders, and (so far) no one has presented themselves that has that 
 sort of exhaustive knowledge of LL's vehicle physics.
 
 I'm not a nay-sayer; I really hope this stuff can be made to work someday; 
 but I long ago lost hope as I'll likely be dead and buried before it happens 
 at current rates of development, especially if everyone forgets or ignores 
 all the prior work that has been done or that the issues raised are not so 
 new as the users encountering them.
 
 I'm available to help with this, as much or as little as is needed, but 
 you'll have to be patient with me as, at this point, I've largely forgotten 
 a lot of what I knew about this, having given up on going blue in the face 
 trying to get anyone to take notice of the issues I was raising.
 
 
 Cheers
 James aka Hiro Protagonist
 
 
 On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:
 This is getting more and more interesting for each post on the subject..
 
 I think it would be a good thing to collect all the relevant information 
 about physics and scripting in the forum so it is available to all 
 struggling with this. Are there still active work going on with ODE or are 
 our only option to find ways around the problems or hope for the Bullet 
 engine?
 
 I saw in another post a reference to a OSGrid scripting forum and I assume 
 it is this section you are referring to (please correct me if I am wrong): 
 http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec
 
 That might anyhow be a good place to post in.
 Void Pipe
 
 
 
 
 ___
 Opensim-dev mailing list
 Opensim-dev@lists.berlios.de
 https://lists.berlios.de/mailman/listinfo/opensim-dev
 
 
 
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 ===
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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread James Stallings II
If you rez them and take a copy, you should be able to do so with the copy

On Thu, Jun 7, 2012 at 10:19 AM, Bengt Falke be...@falke.nu wrote:

 Sorry but I am not allowed to view your scripts...
 Regards/ Vid Pipe

 7 jun 2012 kl. 14:22 skrev James Stallings II:

 They are all completely open, yes :)

 On Thu, Jun 7, 2012 at 6:55 AM, Bengt Falke be...@falke.nu wrote:

 James, are your scripts open for us to view and work with?
 Regards/ Void Pipe

 7 jun 2012 kl. 13:30 skrev James Stallings II:

 I've been working with vehicle scripting on opensims now for over 4
 years. There are lots of historical scripts I have written or adapted from
 the work of others, or collaborated on with others in the OSgrid scripting
 forums. These include sailing scripts, automobile scripts, and yes, even a
 helicopter script. Dave Coyle said over three years ago that my helicopter
 was the most satisfying vehicle he'd ever seen on an opensim'.

 In fact, Owen Oyen and I produced the first vehicles on OSgrid *without
 any vehicle functions at all*. These were sailboats that entirely simulated
 'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends.
 The boat was clunky, did not heel, moved in anything but a smooth fashion,
 and was hell on the simulation. My more 'modern' boats can be found on
 Littlefield region on OSgrid, as well as a historical display documenting
 the work on the aquavita. The working copies of the boats are in a vendor;
 those sitting at the dock have had the scripts ripped out to reduce lag on
 the sim, don't take copies of those.

 Later (much later than that boat, the 'Aquavita), I worked extensively
 with Kitto Flora to get ODE implemetations of such vehicle scripting
 functions working as  work now. The work is imperfect, but not all of the
 problems are with ODE proper; some have to do with various math functions'
 implementation in opensim, and how they differ from the same math functions
 as implemented in SL under havoc. The short story is, LL's functions are
 broken in terms of how physics actually dictates real-world objects behave;
 and the same functions are incomplete here, as the developers who worked on
 them refused to implement the broken math, and no resolution could be
 reached among the devs as to how to proceed, so the functions on opensims
 are incomplete and/or unfinished.

 All of this is more or less ancient history. I've got many very simple
 test objects needed to reproduce these errors as test cases in inventory on
 the grid, and related mantis entries filed, but quite frankly they've been
 ignored for so long I lost interest a couple years back and haven't really
 bothered with vehicles since. Who wants to sail a boat that doesn't heel?
 Who want's to fly an airplane that has no inertia if a vector component is
 on the z-axis? Not to mention, incoming physics 'fixes' often break the
 workarounds, with no explanation of how to take advantage of the
 improvements.

 It's really discouraging to be told about your now non-functional
 helicopter you've been using for most of a year that 'those vehicle
 functions never really worked anyway'.

 One of the problems is that to make something work you have to be able to
 define 'working' in a manner that lends itself to implementation by nuts
 and bolts coders, and (so far) no one has presented themselves that has
 that sort of exhaustive knowledge of LL's vehicle physics.

 I'm not a nay-sayer; I really hope this stuff can be made to work
 someday; but I long ago lost hope as I'll likely be dead and buried before
 it happens at current rates of development, especially if everyone forgets
 or ignores all the prior work that has been done or that the issues raised
 are not so new as the users encountering them.

 I'm available to help with this, as much or as little as is needed, but
 you'll have to be patient with me as, at this point, I've largely forgotten
 a lot of what I knew about this, having given up on going blue in the face
 trying to get anyone to take notice of the issues I was raising.


 Cheers
 James aka Hiro Protagonist


 On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:

 This is getting more and more interesting for each post on the
 subject..

 I think it would be a good thing to collect all the relevant information
 about physics and scripting in the forum so it is available to all
 struggling with this. Are there still active work going on with ODE or are
 our only option to find ways around the problems or hope for the Bullet
 engine?

 I saw in another post a reference to a OSGrid scripting forum and I
 assume it is this section you are referring to (please correct me if I am
 wrong):
 http://forums.osgrid.org/viewforum.php?f=5sid=d584d594240e0917e41480491af385ec

 That might anyhow be a good place to post in.
 Void Pipe




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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Wade Schuette
If anyone needs the expertise,   I was a math and physics major in 
college, am comfortable with various transformations, and can sometimes 
provide clues as to how to tackle certain situations -- provided there 
are stable tools that do something, anything,  consistently.After an 
initial exploration of vehicle and similar physics in OpenSim and 
SecondLife,   and finding behaviors that were not only bizarre, but 
unreproducible, or seemed to change by the hour and day,  I just gave up 
working on that.


Still, I'm a private pilot and still have all my calculus and mechanics 
books and can help with vector or matrix algebra and that sort of 
thing.   Email me if you have a math / physics question I might be able 
to help with, regarding how ACTUAL objects behave in REALISTIC 
worlds.I can't help on why script commands don't do what they 
should, if you can even figure out what it was they were hoping to do in 
the first place.


Wade / Starlight Harbour  in Jokaydia, OSgrid, Kitely, Unity, and 
Second Life.



On 6/7/12 4:30 AM, James Stallings II wrote:
I've been working with vehicle scripting on opensims now for over 4 
years. There are lots of historical scripts I have written or adapted 
from the work of others, or collaborated on with others in the OSgrid 
scripting forums. These include sailing scripts, automobile scripts, 
and yes, even a helicopter script. Dave Coyle said over three years 
ago that my helicopter was the most satisfying vehicle he'd ever seen 
on an opensim'.


In fact, Owen Oyen and I produced the first vehicles on OSgrid 
*without any vehicle functions at all*. These were sailboats that 
entirely simulated 'sailboat physics' using llSetRot, llGetRot, 
llApplyImpulse and friends. The boat was clunky, did not heel, moved 
in anything but a smooth fashion, and was hell on the simulation. My 
more 'modern' boats can be found on Littlefield region on OSgrid, as 
well as a historical display documenting the work on the aquavita. The 
working copies of the boats are in a vendor; those sitting at the dock 
have had the scripts ripped out to reduce lag on the sim, don't take 
copies of those.


Later (much later than that boat, the 'Aquavita), I worked 
extensively with Kitto Flora to get ODE implemetations of such vehicle 
scripting functions working as  work now. The work is imperfect, but 
not all of the problems are with ODE proper; some have to do with 
various math functions' implementation in opensim, and how they differ 
from the same math functions as implemented in SL under havoc. The 
short story is, LL's functions are broken in terms of how physics 
actually dictates real-world objects behave; and the same functions 
are incomplete here, as the developers who worked on them refused to 
implement the broken math, and no resolution could be reached among 
the devs as to how to proceed, so the functions on opensims are 
incomplete and/or unfinished.


All of this is more or less ancient history. I've got many very simple 
test objects needed to reproduce these errors as test cases in 
inventory on the grid, and related mantis entries filed, but quite 
frankly they've been ignored for so long I lost interest a couple 
years back and haven't really bothered with vehicles since. Who wants 
to sail a boat that doesn't heel? Who want's to fly an airplane that 
has no inertia if a vector component is on the z-axis? Not to mention, 
incoming physics 'fixes' often break the workarounds, with no 
explanation of how to take advantage of the improvements.


It's really discouraging to be told about your now non-functional 
helicopter you've been using for most of a year that 'those vehicle 
functions never really worked anyway'.


One of the problems is that to make something work you have to be able 
to define 'working' in a manner that lends itself to implementation by 
nuts and bolts coders, and (so far) no one has presented themselves 
that has that sort of exhaustive knowledge of LL's vehicle physics.


I'm not a nay-sayer; I really hope this stuff can be made to work 
someday; but I long ago lost hope as I'll likely be dead and buried 
before it happens at current rates of development, especially if 
everyone forgets or ignores all the prior work that has been done or 
that the issues raised are not so new as the users encountering them.


I'm available to help with this, as much or as little as is needed, 
but you'll have to be patient with me as, at this point, I've largely 
forgotten a lot of what I knew about this, having given up on going 
blue in the face trying to get anyone to take notice of the issues I 
was raising.



Cheers
James aka Hiro Protagonist


On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu 
mailto:be...@falke.nu wrote:


This is getting more and more interesting for each post on the
subject..

I think it would be a good thing to collect all the relevant
information about physics and scripting in the forum so it is

Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread James Stallings II
Any chance you might come introduce yoursel to the dev channel on IRC?
#opensim-dev on the Freenode IRC network.

Cheers

On Thursday, June 7, 2012, Wade Schuette wade.schue...@gmail.com wrote:
 If anyone needs the expertise,   I was a math and physics major in
college, am comfortable with various transformations, and can sometimes
provide clues as to how to tackle certain situations -- provided there are
stable tools that do something, anything,  consistently.After an
initial exploration of vehicle and similar physics in OpenSim and
SecondLife,   and finding behaviors that were not only bizarre, but
unreproducible, or seemed to change by the hour and day,  I just gave up
working on that.

 Still, I'm a private pilot and still have all my calculus and mechanics
books and can help with vector or matrix algebra and that sort of thing.
Email me if you have a math / physics question I might be able to help
with, regarding how ACTUAL objects behave in REALISTIC worlds.I can't
help on why script commands don't do what they should, if you can even
figure out what it was they were hoping to do in the first place.

 Wade / Starlight Harbour  in Jokaydia, OSgrid, Kitely, Unity, and
Second Life.


 On 6/7/12 4:30 AM, James Stallings II wrote:

 I've been working with vehicle scripting on opensims now for over 4
years. There are lots of historical scripts I have written or adapted from
the work of others, or collaborated on with others in the OSgrid scripting
forums. These include sailing scripts, automobile scripts, and yes, even a
helicopter script. Dave Coyle said over three years ago that my helicopter
was the most satisfying vehicle he'd ever seen on an opensim'.
 In fact, Owen Oyen and I produced the first vehicles on OSgrid *without
any vehicle functions at all*. These were sailboats that entirely simulated
'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends.
The boat was clunky, did not heel, moved in anything but a smooth fashion,
and was hell on the simulation. My more 'modern' boats can be found on
Littlefield region on OSgrid, as well as a historical display documenting
the work on the aquavita. The working copies of the boats are in a vendor;
those sitting at the dock have had the scripts ripped out to reduce lag on
the sim, don't take copies of those.

 Later (much later than that boat, the 'Aquavita), I worked extensively
with Kitto Flora to get ODE implemetations of such vehicle scripting
functions working as  work now. The work is imperfect, but not all of the
problems are with ODE proper; some have to do with various math functions'
implementation in opensim, and how they differ from the same math functions
as implemented in SL under havoc. The short story is, LL's functions are
broken in terms of how physics actually dictates real-world objects behave;
and the same functions are incomplete here, as the developers who worked on
them refused to implement the broken math, and no resolution could be
reached among the devs as to how to proceed, so the functions on opensims
are incomplete and/or unfinished.
 All of this is more or less ancient history. I've got many very simple
test objects needed to reproduce these errors as test cases in inventory on
the grid, and related mantis entries filed, but quite frankly they've been
ignored for so long I lost interest a couple years back and haven't really
bothered with vehicles since. Who wants to sail a boat that doesn't heel?
Who want's to fly an airplane that has no inertia if a vector component is
on the z-axis? Not to mention, incoming physics 'fixes' often break the
workarounds, with no explanation of how to take advantage of the
improvements.
 It's really discouraging to be told about your now non-functional
helicopter you've been using for most of a year that 'those vehicle
functions never really worked anyway'.
 One of the problems is that to make something work you have to be able to
define 'working' in a manner that lends itself to implementation by nuts
and bolts coders, and (so far) no one has presented themselves that has
that sort of exhaustive knowledge of LL's vehicle physics.
 I'm not a nay-sayer; I really hope this stuff can be made to work
someday; but I long ago lost hope as I'll likely be dead and buried before
it happens at current rates of development, especially if everyone forgets
or ignores all the prior work that has been done or that the issues raised
are not so new as the users encountering them.
 I'm available to help with this, as much or as little as is needed, but
you'll have to be patient with me as, at this point, I've largely forgotten
a lot of what I knew about this, having given up on going blue in the face
trying to get anyone to take notice of the issues I was raising.

 Cheers
 James aka Hiro Protagonist

 On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke be...@falke.nu wrote:

 This is getting more and more interesting for each post on the
subject..

 I think it

-- 

Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Wade Schuette

I'll do that, James.   Good idea.

Wade


On 6/7/12 11:29 AM, James Stallings II wrote:
Any chance you might come introduce yoursel to the dev channel on IRC? 
#opensim-dev on the Freenode IRC network.


Cheers

On Thursday, June 7, 2012, Wade Schuette wade.schue...@gmail.com 
mailto:wade.schue...@gmail.com wrote:
 If anyone needs the expertise,   I was a math and physics major in 
college,


 Wade / Starlight Harbour  in Jokaydia, OSgrid, Kitely, Unity, and 
Second Life.



 On 6/7/12 4:30 AM, James Stallings II wrote:

 I've been working with vehicle scripting on opensims now for over 4 
years


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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-07 Thread Dahlia Trimble
Timers in opensimulator are usually limited to 0.5 seconds minimum
duration. There is a ini setting to change it at the simulator level,
 however, I've found that using the not_at_target() event gives better
results as it will fire once per simulation frame which is probably what
you would want anyway.

Using llSetPos() and friends is probably not a good idea as it generates a
*lot* of network traffic and overhead in the client stack code in the
simulator. I've heard several LL engineers lament the use of these
functions for motion but the cat is out of the bag now and there's not
much they can do about it except promote the use of llSetKeyFramedMotion().

I've had difficulties with the opensimulator implementation of
llMoveToTarget() and I've written my own velocity feedback loop in LSL
(which is kind of an abstract PID controller) and I use it on both SL and
opensimulator. I usually only have to change one constant to get it to
behave the same on either platform. I use not_at_target() and
llApplyImpulse() to correct velocity at each simulation frame. I don't use
any timers at all. It works in all 3 global axes so object rotation doesn't
affect velocity, and motion is fairly constant and smooth. I have made
attempts to understand the existing PID code in opensimulator but it's
unfortunately not very well documented and has a lot of commented out code
and much of the code uses variable names that are not very descriptive, so
I haven't been able to successfully modify it to work as well as my LSL
solution. I'm also somewhat hesitant to commit any changes to that code as
I don't really have much experience with scripting LSL physics and I don't
have confidence that I would make changes that would break other's scripts.
I'm also not sure if any of the PID controller code affects vehicle
functions or not, or if it just applies to llMoveToTarget() and agent
motion.



On Thu, Jun 7, 2012 at 12:09 AM, Mike Higgins m...@kayaker.net wrote:

  On 6/6/12 12:48 AM, Bengt Falke wrote:

 I am also interested in physics for vehicles mainly for creating working
 yacht and for making my free moving scripted animals to work in a smooth
 way.
 If there is a way I can contribute I will try to do so.

  Also at the recent OpenSim developers meeting, Andrew Hellershanks
 said (about llSetTImerEvent minimum time limits) Not sure why you would
 want to use something other [less] than 1.0. I think the developers need
 to know that there are 1000's of scripters in SL DESPERATELY trying to find
 ANY WAY to make simple things like a fish move smoothly through the water
 at a constant velocity. In SL you can usually get timer() events as often
 as once every 0.2 seconds, which is not quite often enough for smooth
 looking motion. timer events more often would be one way to get smoother
 looking motion. I've seen people write scripts that had abominations like:
 while (1) { moveit(); llSleep(0.05); }  The OpenSim developers need to
 throw these guys a bone so they will NOT DO THAT HERE!

 Of course, LL only recently threw them the llSetKeyframedMotion()
 bone. Before that, people tried to use physics and llMoveToTarget() which
 was NEVER DESIGNED TO GENERATE LINEAR MOTION (it is always damped).
 Although you can play games with it and find reasonably linear portions of
 the curve. But that requires accurate llSetTimerEvent durations to stop the
 llMoveToTarget part way through a damped move. And in OpenSim,
 llMoveToTarget is damped 9 times faster than SL (mantis issue 5968) which
 requires pushing it nine times harder to try to capture a linear section
 and even more accurate llSetTimerEvent times to prevent the object from
 running away from you...

  The only other way in SL (before llSetKeframedMotion) to get
 something to move smoothly at a constant velocity is to make it a vehicle.
 Which is sort of like using a 4 ton hydrolic press to insert thumbtacks in
 a cork board.  And even in SL, the vehicle functions are really squirrely.

 So the major reason I am testing the OpenSim vehicle routines is to
 see if I can find a reliable subset of them, or a set of workarounds, that
 will allow me to move a fish smoothly through the water at a constant
 velocity.

 So far I have found a few problems and some workarounds:
 1) Vehicles crash and burn at the sim boundary, the workaround is to add
 code to detect the sim boundary before the vehicle gets there and prevent
 it from even getting close. But if llSetTimerEvent is not accurate, if your
 timer() event is not called regularly to do this check, the vehicle runs
 into the sim boundary and goes crazy.
 2)  The angular motor rotates around the wrong axes, but you can
 workaround that by multiplying your vectors by llGetRot (mantis issue
 6039). I'm guessing that nobody noticed this before because cars and boats
 and helicopters are usually horizontal and their local Z axis is aligned
 with the region Z axis.
 3) The linear motor vector is clamped or projected onto 

Re: [Opensim-dev] Simborder crossings and disapearing regions.

2012-06-07 Thread Justin Clark-Casey

How are these regions laid out spatially?

Are these regions running the latest osgrid distribution?

Did this happen immediately after you updated?  What happens if you go back to 
a previous distribution?

Are you in a position to try the latest git master, which has some changes to client mgmt though in theory nothing that 
should affect this?


On 07/06/12 13:44, R.Gunther wrote:

I see since yesterday a weird problem. and possible before to.

when i fly around a few sims. in this case simsquare metaverse 1,3,4,2 (in that 
order)
then when am in simsquare metaverse 2, i dont see anymore simsquare metaverse astro 
 astrosea.
If am waiting long enough on simsquare metaverse 2 i crash in the viewer !
when i teleport quick to the other sim at the other side, named simsquare 
metaverse orion.
then simsquare metaverse astro  astro sea are still gone. also when i fly to 
neighborn sim.

Now the intressting part, sometimes it works to teleport to plaza and back.
But in this case the teleport to wright plaza failed and got aborted.
After the aborted teleport, simsquare metaverse astro  astrosea came automatic 
back.

I get the feeling that somewhere after simborder crossings a mention is not 
established or cant get established.
And idea if am overlooking something ? or am flying into some bug ?

Someone else test the same and when she entered simsquare metraverse 4 she 
crashed to after a while,
can create bad neigborn simns this problem to ?

I use singularity as viewer, but have seen the same problem with old imprudence 
1.4b2

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http://twitter.com/justincc
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