Hello, LSL vehicle scripts currently won't work as-is, since the vehicle-related functions are basically stubs for now. Also, since OpenSim is using a different physics engine back end than SL, it's unlikely that 100% compatibility with LSL vehicle scripts will be achieved any time soon, if at all - at the very least, vehicle parameters would need to be tweaked, preventing use of existing scripts as-is.
Some people have had good success - apparently better than with the original SL vehicles - implementing vehicles by setting forces directly via LSL. Another option, that can be combined with this, is to use joints to directly model rotating wheels. See the OpenSimulator wiki page on NINJA_Physics for more information on this latter option. Thanks, N Lin (nlin) 2009/1/15, Ai Austin <ai.ai.aus...@googlemail.com>: > the LSL is all going very well indeed, thanks to the developers for > all the work on this. Many scripts I bring over from SL work fine > first time now. But my vehicle scripts simply give a compile error > saying wrong script engine in use. I am using > > physics = OpenDynamicsEngine > meshing = ZeroMesher > > physical_prim = true > DefaultScriptEngine = "ScriptEngine.DotNetEngine" > > I tried switching to XEngine, but then many scripts failed to > compile, so I assume its not as mature in terms of LSL support? > > The region XML files have some new (default written) entries in them > that might affect this? > > nonphysical_prim_max="0" physical_prim_max="0" > clamp_prim_size="false" object_capacity="0" > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev > _______________________________________________ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev