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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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09-08-2008 16:58
Hey everyone, I noticed that llSetBuoyancy doesnt actually set the the strength of gravity on an object, it just applies the specified amount of resistance... Which is fine, for small objects like your default cube... However when I was building one of my rockets and I tried to use llSetBuoyancy to simulate a zero-gravity effect, I was dissapointed to see it plummet towards the ground (hitting skyboxes and other structures along the way)... The sandbox admins weren't too happy about it either So now I'm wondering if there is some sort of formula to find the REAL neutral buoyancy point of an object. All help is appreciated, and YES, I tried llGetObjectMass 
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Life is a highway... And I just missed my exit.
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Kaluura Boa
Polygon Project
Join date: 27 Mar 2007
Posts: 194
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09-08-2008 20:30
In theory, that should look like:
llSetForce(<0.0, 0.0, llGetMass() * 9.81>, FALSE);
But that only the theory... llSetBuoyance(1.0); never failed on me.
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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09-09-2008 08:42
1.0 is neutral buoyancy, but as you mentioned it is implemented by applying an upward force. According to  applying this forces uses up energy, and if your object weighs more than about 90kg it will not have enough energy to sustain floating. I believe that no matter what value you use for llSetBuoyancy, your heavy object will not be able to hover. The wiki does however suggest trying to drop the weight of your object by hollowing your prims. If that doesn't work you may need to switch to non-physical (with all the problems that that might bring)
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