Mister Blue,

I closed the mantis.  The problem was with not setting hover height to 
something other than zero.  That is the value used in the lsl wiki and I 
thought it meant to hover right on the water, not disable hover.

I will post this script once I finish cleaning it up and commenting it.  Then 
others like me will be able to find it in the forum in the script section for 
something that works.  They can modify it to their liking and add other 
features.

Tom

From: Mister Blue 
Sent: Monday, June 08, 2015 9:40 PM
To: opensim-users maillist 
Subject: Re: [Opensim-users] Boat script for bullet engine

As BulletSim's maintainer, I would like to fix the problems you've been 
finding. 

I thought I'd fixed the sinking problem in the latest master. There used to be 
a problem with setting buoyancy (BulletSim is like SL when dealing with 
buoyancy and vehicles and not like ODE).

If you can file a Mantis with a short script that fails, I will take a look at 
it. I want vehicles to work with BulletSim.

== MB

On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <[email protected]> wrote:

  I have been trying to modify the vehicle script for the bulletsim-jetbike 
v1.0.lsl written by Shin Ingen.  I want to use the script in a Jet Ski.

  The issues I need to solve are:
  - do not sink when driver sits
  - detect region borders and veer away
  - detect shoreline and veer away

  The most critical of these is the first.  Searching using Google shows that 
the most common problem for a boat is that it sinks when the driver
  gets on the boat.  I am able to keep the boat afloat using the above script 
if I never turn it.  Once I maneuver at all it slowly sinks to the bottom.

  Unfortunately, after reading for many hours about vehicles in the wiki, I 
find nothing I change or try does anything but make it worse.

  There are no published working bullet scripts for a boat that I could find as 
an example to achieve a boat that would maneuver and stay floating.

  Is there such a script?  If so can someone point me to it please.

  The above script is really a lot of fun speeding around a region diving into 
water, scaling mountains and flying back to ground level.  
  As long as you avoid the regions borders it is great.
  I have added code to detect the borders, veer away and slow down while doing 
it.  
  Unfortunately there is no way I have found to do this the same way as running 
into a non phantom prim.
  I have to set the border limit to 15 meters to give the script time to react, 
slow the vehicle and start the turn operation.
  It is still possible to overshoot the border and that is sudden death for 
this script and vehicle.

  Tom

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