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
