* is not opposed to a sample script wiki page if it is made easier to find then the current bulletsim vehicle tweaking pages. Also think any example vehicle scripts should be hosted on a wiki so future inprovements that change behavior for these scripts can be documented. With the hope people will look at these pages as a trouble shooter to find solutions when they notice altered behavior in their vehicles. On Jun 11, 2015 8:43 AM, "Thomas Ringate" <[email protected]> wrote:
> The wiki would be a good place. I posted mine to the OSgrid forum in > the script section. Hopefully it will be added to the consolidated list of > scripts there, making it easier to find. > > http://forums.osgrid.org/viewtopic.php?f=5&t=5486 > > *From:* Dahlia Trimble <[email protected]> > *Sent:* Thursday, June 11, 2015 1:07 AM > *To:* [email protected] > *Subject:* Re: [Opensim-users] Boat script for bullet engine > > *votes for a sample script wiki page on http://opensimulator.org/ > > > On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue <[email protected]> > wrote: > >> There have been several requests for sample scripts that are known to >> work. With all the scripts floating around, it is hard to find the right >> place to start. >> >> If I was to start collecting such scripts, where should they be stored so >> new scripters will find them? >> >> ==mb >> >> On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate <[email protected]> >> wrote: >> >>> 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 <[email protected]> >>> *Sent:* Monday, June 08, 2015 9:40 PM >>> *To:* opensim-users maillist <[email protected]> >>> *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 >>>> >>>> _______________________________________________ >>>> Opensim-users mailing list >>>> [email protected] >>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users >>>> >>>> >>> ------------------------------ >>> _______________________________________________ >>> Opensim-users mailing list >>> [email protected] >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users >>> >>> _______________________________________________ >>> Opensim-users mailing list >>> [email protected] >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users >>> >>> >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users >> >> > > ------------------------------ > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >
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