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frictionless prim type for vehicles

Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-16-2005 23:07
For vehicles that travel along prim roads, a frictionless prim type that the bottom prims can be set to. I'd like to be able to turn the engine off and coast if I like. would also make a nice hockey puck :).
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Racer Plisskin
Rezerator
Join date: 2 Jan 2005
Posts: 147
01-17-2005 04:12
Could build a wicked bobsled/luge track too... ;)
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
01-17-2005 07:26
llSetFriction anyone?
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
01-17-2005 17:40
Would it help to change the prim-type to glass?
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-18-2005 12:37
it does I think, but it's definately not frictionless. Still significant friction to glass. I'm all for llSetFriction :).
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
01-18-2005 20:57
Maybe they should add a material type: "Wet ice" :D

Say, wouldn't it be hard to stay in your seat, if the vehicle is frictionless? :eek:
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-18-2005 22:12
You'd have to talk to Ice about that, it might be misunderstood.

(did I say that outloud?)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
01-22-2005 12:59
I think there are two reasons we don't see this command - at least, not in this form.

First, Lindens seem to have a habit of coding their engine (ie. vehicle code) so prims or objects won't move infinitely unless you're trying to do just that. The logic there is so we don't end up with, say, 50 scripted planes that have lost their owners buzzing around sims until the end of time.

It's not like that doesn't happen already, but at least you have to put some thought into it currently. :rolleyes:

As such, a "frictionless" object would, in effect, move infinitely unless the Lindens were to code in air resistance, or by some miracle the velocity were cancelled out. That doesn't mean we shouldn't be able to have objects with very low friction - but as it stands now, objects moving infinitely in this manner, this easily, would be taxing on the sims. :eek:

Second, what if someone set a negative friction value? :rolleyes:

I guess it's all fun and games until someone loses an eye attachment. :o

Furthermore, what you describe with "turning off the engine and coasting" could be done now with LSL. But like I said, it would take some actual work to do. Remind me in-game, and I can give you a copy of my Vehicle-Codeless Vehicle script for this.

Edit: By the way, potentially hostile responses will get no real reply out of me. :rolleyes:
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Solar Ixtab
Seawolf Marine
Join date: 30 Dec 2004
Posts: 94
01-22-2005 14:57
I don't really see how a frictionless object is any different from an object that has bouyancy set to 1.0 and a non-negative hover height. Applying impulse to said object results it in predictably flying in whatever direction until it exits the world.

Having settable friction would allow physics objects that slide and decay according to a known coefficent of friction rather than relying on potentially insane scripting to acchive simlar results.

As for negative values of friction, there's this thing called "bounds checking."