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Physics on large/heavy builds.

Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
01-19-2006 15:25
Does anyone know how the physics engine evaluates prims and builds to judge their mass?
Is it strictly their size? Is it the size of their bounding box? Does it have anything to do with being hollow or not?

I am trying to build larger people movers, over 10m but under 32 prims, and I cannot get the builds to hover or ground repel.
I would rather not use llSetPos to move them because of the jerky motion in which it moves.

Any input on this would be appreciated.

Thanks you.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-19-2006 16:21
are you using vehicle code?
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
01-19-2006 16:40
The mass is smaller for hollow objects. I'm unsure how it calculates mass, for a box it seems to be approximately volume * 10, but for other shapes I haven't been able to calculate the mass consistently with neither the bounding box volume, nor the volume of the object.
Davan Camus
Registered User
Join date: 13 Sep 2005
Posts: 67
01-19-2006 16:41
...I've found that hovering and MoveToTarget kinds of things start failing as your object's mass gets to about 100. I find it handy to do a SetText with the mass, on a timer, while working on stuff.

If you make your prims very thin, and also hollow them out, you can get big things with low mass. It is a trick though! good luck...
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Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
01-19-2006 18:03
Sorry, I forgot to mention that I'm not using vehicle code.

I have tried hollowing out the prims but I still get the same results.
It just seems like once you pass a certain size physics are out of the question. :(
Thanks for the input.
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
01-19-2006 18:04
Look up the wiki stuff on 'energy', that'll explain why larger/heavier objects 'run out of steam' and can't hover/float any more after a while. I've been bitten by this too.

And listen to what Rickard says - try turning it into a vehicle and using the vehicle hover calls. That stuff is supposed to keep the object hovering even after it would normally have run out of 'energy'.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-19-2006 18:10
yep, the vehicle code does not rely on energy and the vehicle hover and movement works pretty much regardless of mass.
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Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
01-19-2006 18:38
I will look that stuff up, thanks. :D

Don't you have to have an AV control the prim if it is a vehicle though?
I was trying to design something more automated.

Thanks.
Tip Baker
Registered User
Join date: 12 Nov 2005
Posts: 100
01-20-2006 00:22
Damien,

No, you can make an automated vehicle just fine. And you get one more prim to play with if there is no driver :).
Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
01-20-2006 07:55
Tip,

Sweet! That is the route I will take then.
Thank you all for the responses.