Sim border crossing in a vehicle
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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08-10-2005 23:28
I've looked through the archives and found some ideas that I've tried out. It works most of the time, but sometimes I go crashing through the ground. Is there a definitive solution to this problem? If not, is there a consensus on the best approach that takes care of the issue most of the time? Here's what I'm doing, which is basically taken from a helicopter script posted in the forum with a small addition:
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string newRegion = llGetRegionName(); if (newRegion != currentRegion) { llSetStatus(STATUS_PHYSICS, TRUE); llApplyImpulse((currentVel - llGetVel()) * mass, FALSE); currentRegion = newRegion; } currentVel = llGetVel();
I'm calling that on a 1 second timer, and in the moving_start() event. Thanks, Ziggy
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-11-2005 01:09
It's not something you can script around - that's lag. The sim handoff is slow and your client is doing a little guessing about where the vehicle goes next, and it always guesses it's falling.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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08-11-2005 06:52
That's a great idea, Ziggy.
My suggestion would be to take it from a slightly different approach .. measure how long you've been in a sim and if you're about to cross and you've only been in the sim for a short period then either stop the vehicle or slow it down to keep it from passing the border.
Workarounds are they best we have, so I really like this approach.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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08-11-2005 09:11
Hmm... that's something to think about. The point isn't to stay in the sim, because this is for a flying carpet, which I'd like to use to 'stroll' around SL.
So all the planes and hovercraft and stuff that people are making and selling in SL - they all suffer from this problem? It seems like it wouldn't be so bad for a vehicle that's already on the ground, but that's a guess.
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RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
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08-11-2005 11:05
On the ground just as bad.If not worse. If your in the air I think there's more chance of surviving because your not downloading as much stuff at once, and It seems like when you do end up on the next Sim you rebound to approximately the altitude you entered at. Slowing down before crossing is a good Idea avoiding corners helps because your not going to go to a diagonal Sim your going to one of the other 2 and you wont be there long enough to get fully into it before you get to the diagonal. Someone told me going at a 90 degree angle into a sim border wasn't a good idea but that might have been into a void where the world ends. Most of my vehicles move pretty slow but faster than flying without a vehicle. Driving down a road especially on a bridge crossing into another siim is where I usally loose a vehicle.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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08-11-2005 11:38
Another way that might help in terms of the flying into the ground problem would be something that makes the velocity of the object parralel to the direction of the ground; if your not traveling toward the ground, the client's prediction algorythim shouldnt shoot you into the ground when you cross.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-11-2005 11:46
From: Christopher Omega Another way that might help in terms of the flying into the ground problem would be something that makes the velocity of the object parralel to the direction of the ground; if your not traveling toward the ground, the client's prediction algorythim shouldnt shoot you into the ground when you cross. Nope. I have flown across sim borders at near-straight-up angles, and still drop like a stone while the hand-off is in the works. I don't think the algorithm is much more than an almost irrelevant guess.
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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08-11-2005 19:48
So am I right in assuming that this is a problem with every vehicle in use in SL today? I thought I was the only one who couldn't figure out how to get around this. Making sure that the applied impulse doesn't send me down is a good idea. I also noticed that it seemed like I floundered around underground until I let go of and then re-pressed one of the moveent keys. So maybe re-asserting the vehicle motor functions might make a difference too. Anything's worth trying IMO 
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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08-12-2005 02:31
It applies (unevenly and unpredictably) to all vehicles. Even ones like boats that don't have a vertical motion built in occasionally end up with everyone eating seabottom until the sims, scripts etc. catch up with each other.
If you ask a Linden I will lay odds their answer is "Wait for Havok 2"
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