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car physics and articulation

Honey Neely
Registered User
Join date: 22 Jul 2006
Posts: 2
08-08-2006 14:19
im currently working alot on my cars physics etc to give it the best possible feel and control. now one thing im wondering is... will it be possible to mave suspension that articulates. for example the wheels have up and down movement with terain to a point before body would or in cornering have roll. is this possible to script in or am i gonna have to wait till they upgrade the engine if they ever do?
thanks in advance
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-08-2006 15:11
no
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-08-2006 20:10
You could try to do suspension yourself, but it's going to be clunky. Calls to 'llSetPos()' now and then based on ground height and triggered by a timer or (land) collision event. Yuck.

Actually they need to give us a TON more in terms of child prim movement in general. The only way to do a propeller with more than two blades, for example, is with an animated texture; 'llTargetOmega()' doesn't even synchronize the movement of multiple prims from the same object on the same client! Also, you're in serious trouble if you want to both move and rotate a child prim. There's really no way to do it smoothly unless the motion is REALLY SLOW. I've been running into these limits a LOT lately. :-(
Honey Neely
Registered User
Join date: 22 Jul 2006
Posts: 2
08-09-2006 07:37
:( thats not good and i know what you mean with spining and moving i can see the flaws in the front wheels turning while moving. thanks for the input though :)
Eaglebird Cameron
YTMND *********
Join date: 1 Jul 2006
Posts: 68
08-09-2006 11:23
I want parent and child prim abilities now! :D