Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

A Zeppelin

Magnum Serpentine
Registered User
Join date: 20 Nov 2003
Posts: 1,811
02-01-2005 12:50
From: Fenix Eldritch
Kayin, I am in awe.

Not only for the planes (simply amazing!) but more for the fact that you managed to build an airship of that magnitude! A true airship! From the moment I discovered Second Life, I’ve wanted nothing more than to accomplish something like that. But after hearing about the limitations on conventional vehicles, I thought making anything larger than 32 prims move was impossible. Glad you proved me wrong. ^_^

After I get settled in and learn more about what you can do in SL (this is my third day actually playing) I defiantly plan to try and make my own flying ship! Maybe we’ll run into each other..


I would like to know how he gets it across sim borders, I have built gigantic shapes (Less than 30 prims and perfectly lined up with 0 rotation) and moved them around ok in a sim but the moment I cross the border my test ship suddenly unlinks and plunges down all over Midnight City.
_____________________
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-01-2005 13:04
First, nonphysical movement. Thats key. Second, built in multiple parts with the size limit in line. The top sections of the zeppelin can actually unlink if I misbehave. But that hasn't happened without me doing something to set it off.
Chandra Page
Build! Code. Sleep?
Join date: 7 Oct 2004
Posts: 360
02-01-2005 13:08
Talk about the ultimate mobile party platform. Is the bar in the cabin fully stocked? :)

Though it concerns me a little bit that the bar is so close to the bridge controls. That's a mighty big DUI waiting to happen.

Fabulous work; the world needs more zeppelins.
_____________________
Come visit the In Effect main store and café
Drawbridge (160, 81)
Particle effects, fashion, accessories, and coffee!
On the Web at SL Exchange and SL Boutique
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-01-2005 13:12
From: Chandra Page
That's a mighty big DUI waiting to happen..


Fortunately there isn't any trees in the sky!
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
02-01-2005 13:12
this is very nice. i hope to see it inworld one day. you know. if we still have a world. ahem.
_____________________
Visit the Fate Gardens Website @ fategardens.net
Agatha Palmerstone
Space Girl
Join date: 23 Jan 2005
Posts: 185
02-01-2005 13:24
OMG! It can be done!!

I am very happy that you made this. I would really really really like to see it some time.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
02-01-2005 14:31
From: Kayin Zugzwang
Any form indeed. A partner and I are working slowly on creating every Crimson Skies plane. So far we have (of course) the Devastator, Fury, Firebrand, Avenger, Bell Valiant and a Bloodhawk(doesn't actually fly yet, but the model is done). I'd love to see yours(I've seen one other before as well). Feel free to send me a message in game.


Durr, I think I came across poorly. :)

I just mean it's nice to find someone who appreciates the styles and trappings of Crimson Skies in SL, regardless of what specific incarnation of Crimson Skies they hail from. Looking back, it does sound kinda dismissive I guess, that was /so/ not my intention.
Aylah Hope
Registered User
Join date: 6 Dec 2004
Posts: 133
I saw you and Zeppelin!!!!!
02-02-2005 00:00
You just passed over my land with your Zeppelin. WOW how cool! It felt allmost real :D
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
02-02-2005 00:16
impressive, this kind of creation give me back some faith in the non physical moves, i built a 50 meter long spaceship (for those who remember) but hell this one is dammn nice

yes i would be curious too about the sim crossing problems, it was alost a 100% failure when i tried with my 3 segment ship

is it due to the object prim count or the segment size?
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
02-02-2005 11:45
From: Kyrah Abattoir
yes i would be curious too about the sim crossing problems, it was alost a 100% failure when i tried with my 3 segment ship

is it due to the object prim count or the segment size?

Neither, Kyrah. I believe the problem you may have been having was you needed to use llGetRegionCorner() + llGetPos() for each position. Using that will normally get you over sim boundaries safely, though probably with the warping described.

I'm also more confident that something like this can be done physically, via segments of size 30 - 31 prims and a small movement script I wrote... but it might have a problem with sections crashing into one another. :o
_____________________
---
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-02-2005 12:04
My "Engineer", Charles Fauna came up with that idea too but resulted to use phantom to keep parts from colliding. I think a smaller vehicle might work using that technique -- then again it could probably apply to this case too -- but between size and weight I decided it wasn't worth it.
Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
02-02-2005 14:13
So the whole thing (save for the cabin) isn't really solid?
TXGorilla Falcone
KWKAT Planetfurry DJ
Join date: 4 May 2004
Posts: 176
02-02-2005 14:33
First off Nice Build...

Second This is not the first "Super Ship" been built but may currently hold the title for longest... "Althou I think theres a Borg Cube in the works with the same movement"

Anyway as I was saying this is not the first... The first I REMBER seeing was made by the "Space Pirates" Then my friend Rasah Tigereye and myself and If I am rembering correctly Ice Brodskie Designed and made the Tai-Pan...

And cence I "couldent keep the ship in my inventory long enuf to keep it a secreat till it was done" flew it everywhere ppl started building there own...

Over all Well done...
Are you modeling after the old version of the game or new?
_____________________
Drunken Monkeys danceing on the tables.
Falling from the sky just like in a fable.
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-02-2005 14:39
Well, as for size -- no. Adam Zarius holds the record, currently. Certainly not the first, though maybe the most featureful. Maybe!

Anyways, the Zeppelin its self is not necessarily modeled after the Pandora. The planes are modeled primarily off of whatever source material we find. The schemes though are more in line with the XBox game. Really for me the table top game was the best though, so whenever I can I use the source book pictures for reference.

Yes, it's all solid -- you can occasionally fall through when it moves,, but it's solid.
Coupe Neville
another freakin' noob
Join date: 6 Jan 2005
Posts: 75
02-02-2005 17:28
HOLY CRAP! that thing is cool! and it flies? where does one get one again? :D hell, I want two... better yet, 7... one for each day of the week... maybe two for sunday...
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
02-02-2005 18:29
From: Kayin Zugzwang
My "Engineer", Charles Fauna came up with that idea too but resulted to use phantom to keep parts from colliding. I think a smaller vehicle might work using that technique -- then again it could probably apply to this case too -- but between size and weight I decided it wasn't worth it.

Yeah. Or just make the cabin section a physical vehicle, and the zepplin itself not. That's what I'm doing presently with my little virtual joints script. Catch is each "piece" requires a listener or timed llKey2Name/llSensor call, but that's what you're already doing, ya?

Then again, a nonphysical zepplin can have links up to 256 prims each, versus 30/31 with physics. That kills a few things.
_____________________
---
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-03-2005 01:31
yeah, tha'd be over 30 parts -- not to mention many of the interior areas (the lodge and the cabin) feel nice because they're solid, those making the ride seem smoother.

Anyways, vehicle wouldn't work for the cab. Too many prims. I like having a real jazzed up office and control set up.

Also. Zeppelins can be used for good -- but other times they can be used for Evil(!!!).
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
02-03-2005 02:44
From: Jeffrey Gomez
Yeah. Or just make the cabin section a physical vehicle, and the zepplin itself not. That's what I'm doing presently with my little virtual joints script. Catch is each "piece" requires a listener or timed llKey2Name/llSensor call, but that's what you're already doing, ya?

Then again, a nonphysical zepplin can have links up to 256 prims each, versus 30/31 with physics. That kills a few things.


On my first chocobo I used a timed llSay(channel, (string)(offset*llGetRot() + llGetPos())) to tell the legs their next position.
_____________________
Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
02-03-2005 03:20
From: Jeffrey Gomez
Neither, Kyrah. I believe the problem you may have been having was you needed to use llGetRegionCorner() + llGetPos() for each position. Using that will normally get you over sim boundaries safely, though probably with the warping described.

I'm also more confident that something like this can be done physically, via segments of size 30 - 31 prims and a small movement script I wrote... but it might have a problem with sections crashing into one another. :o


nah jeff the crossing was safe, even if the system was wrong in its foudation , the problem is the seg,ent spontaneously unlink ^_^
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-19-2005 00:43
And they get bigger. I present the Atlas at around 170 meters long (and a 10 meter increase in diameter over the orginal).

I'm starting to ponder commissioned ships at this point, though their general size and price would be kinda restrictive for most people.
Richard Pinkerton
Registered User
Join date: 20 Jan 2005
Posts: 125
02-19-2005 02:38
can you post a time when you're going to fly it please? I'd really like to see it in action.
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-19-2005 02:44
Once I run some trials and debuggings on the latest ship I will certainly do so. Though I will not lie, its not the most graceful thing in the air as it utilizes multi part movement. Still, all things considering it is very impressive -- just don't want anyone to get their hopes up for what they're going to see too much. Granted moving is only one of the cool things the zeppelin does.

(besides, its better to walk in with low expectations and see something better then having high ones that turn out low)
Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
02-19-2005 06:33
Sweet Monkey Jesus, Kayin... They just keep coming! If I wasn't dead set on trying to build my own first, I'd be the first to ask for a commission. And having enough L$ to pay for it would probably help too...

As a matter of fact, last week I actually did see your Zeppelin lumbering along across the sky. I tried to complement you on it, but I think I was out of range. You weren’t kidding when you said it had a type of caterpillar effect when it moves. Actually... it reminded me of a horizontal Tetris. But nevertheless, it was an awesome sight! I can safely say my expectations weren’t dashed. Keep up the good work.
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
02-20-2005 00:22
I have a set of scripts that do this sort of movement. drop the Control one just like you would a vehicle script (tweak the SitTarget and speeds to match your model) in your main linkset, and all four move scripts into the other linksets. Open source as always, IM me for a copy.
_____________________
Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
02-20-2005 10:05
Quite interested as I've pondered a mutli script movement system but could never get it to generate good results. I'll keep an eye out for ya (Unless you'd like the post the scripts in the scripting library or somesuch.
1 2 3