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Floating (Balloon-Type) Vehicle questions

Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
08-03-2007 15:13
I've been working on this thing for about a month now. I've messed with every option, fiddled with everything I could think of, and tried ignoring the rules of not using ApplyImpulse on vehicles, all without success.

Those of you who've created Balloon vehicles know that they have a hover, but this hover altitude is dependent on the ground plane. This means that moving over uneven ground makes for a very unenjoyable ride.
Now, the simple fix to this is to just disable the hover efficiency, effectively making it simply a gravity-less vehicle.
However, I then come into another issue; I was using and resetting the hover altitude to, well, gain and lose altitude. And since it's no longer using that as a gauge, I have to come up with a new method.
Using the normal Linear_Motor_Direction has one of two effects - It either doesn't push the vehicle up enough, or it doesn't push the vehicle up enough and pushes it in other directions (usually backward or forward), despite the direction being <0,0,Number>.
So, is there a way to have a vehicle unconstrained to the ground plane that can go up and down without sliding around?
Shadow Subagja
Registered User
Join date: 29 Apr 2007
Posts: 354
08-03-2007 16:12
try
llSetBuoyancy(1) <-- fully buoyant, essentially counters gravity
llMoveToTarget() <-- move to a vector location (ie llGetPos + some height)

That should get you away from having to mess with the hover stuff I think.
Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
08-03-2007 23:08
Tried that, and it may be my closest chance of success... Out of curiosity, what does the VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT flag do? No matter what the hover altitude is set to, I won't fly with it...
Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
08-08-2007 16:25
From: Shadow Subagja
try
llSetBuoyancy(1) <-- fully buoyant, essentially counters gravity
llMoveToTarget() <-- move to a vector location (ie llGetPos + some height)

That should get you away from having to mess with the hover stuff I think.

Well, this DOES work, and it has been the closest I have to success, but it seems to lock the ship in place. I can't move forward or back once I've gone up or down. When I put a llStopMoveToTarget, it would work as well, but the problem is that when I do this, it still locks the movement to just up and down until the timer is called to remove it, and the ship tends to drift up and down a lot when it's removed - IE drifting back up when I let go of Down, and visa versa.