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How do orbiters work?

kaet Diamond
Registered User
Join date: 29 Mar 2005
Posts: 32
07-21-2006 10:19
I’m interested in how orbiters work. I have been looking on the wiki and found nothing of much use. So far I know they use llSetPush() to the avatar so I created my own little cube that on touch ran

llPushObject(llGetOwner(), <2147483647,2147483647,2147483647>, <0,0,0>, FALSE);

which I assumed would orbit me to the high heavens but was somewhat disappointed at only being pushed a few hundred M. I tried a for loop to push me 10x and then stop but found it didn’t do anything. After searching the forums and wiki some more I found out that each object has a finite amount of push. After altering my script to tell me how much energy I had left after that I realized I had none after even half that push ^^’.

Which brings me to my question how do good orbiters work? Is it something as simple as using a timer to call up the same push repeatedly or is there complex math involved if so could you give me the basic concept in easy bite size bits X3
Sator Canetti
Frustrated Catgirl
Join date: 20 Sep 2005
Posts: 130
07-21-2006 14:49
I hate to be the one to tell you this, but I don't think you will find an answer here, as most of the regulars in this section of the forums are against the dispensation of knowledge that is primarily used to grief others.
_____________________
"Have gone to commit suicide. Intend to return from grave Friday. Feed cat." -- A memo by Spider Jerusalem in Transmetropolitan

"Some people are like Slinkies; not really good for anything, but they still bring a smile to your face when you push them down a flight of stairs."

If you're reading this signature, I've probably just disagreed with you. Welcome to the club :D
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
07-21-2006 14:55
You might want to google for llPushObject.
kaet Diamond
Registered User
Join date: 29 Mar 2005
Posts: 32
07-21-2006 18:57
I thought as much my search turned up very few posts on the subject. i will try looking in google thanks for the advice. I was only looking at it to test and see what it could do but forums are public so meh.
XShade Foley
Registered User
Join date: 11 Feb 2006
Posts: 12
i think i be nice for once
07-22-2006 19:38
i am going 2 be nice because it took me a long time to find out how they worked 2 so here is a orbiter script
CODE

integer test = 0;
string name;
integer len;
integer i;
Orbit()
{
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
Orbit2();
}
Orbit2()
{
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
Orbit3();
}
Orbit3()
{
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
Orbit4();
}
Orbit4()
{
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
llPushObject(llDetectedKey(i), <0,0,512E+3*512E+3*512E+3*512E+3*512E+3>, <0,0,0>, FALSE);
}
default
{
state_entry()
{
llListen(3,"",llGetOwner(),"");
}
on_rez (integer start_parm)
{
llResetScript();
}
listen(integer a, string n, key id, string m)
{
list said = llParseString2List(m, [" "], []);
if (llToLower(llList2String(said, 0)) == "orbit")
{
llSay(66,"launching "+ llList2String(said, 1));
name = llList2String(said, 1);
len = llStringLength(name);
llSensor("","", AGENT, 96, TWO_PI);
}
}
sensor(integer detected)
{

for (i = 0; i < detected; i++) {
key pKey = llDetectedKey(i);
string pName = llKey2Name(pKey);
//llSay(0,llToLower(llGetSubString(pName,0,len)));
if (llToLower(llGetSubString(pName,0,len - 1)) == name)
{
llSay(66,pName);
// use pKey in your launching
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
Orbit();
name = "634763dh";

}
}
llListen(3,"",llGetOwner(),"");
}
}
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
07-23-2006 06:12
That code is hideous.

I must resist the urge to clean it up and become known as the girl who released the efficent public domain orbiting script!
InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
oh no, you wouldn't want that..
07-23-2006 06:43
You might get praise from all who see you. That would be awfyl. (hear the sarcasim pour out of my mouth..

-InuYasha Meiji
Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
07-23-2006 06:46
I googled as it said above and I found an orbit, open source, etc. Not hard to do, I made my own in the past and its fundementally the same.

As for the above code, it sucks.

Try something like
CODE

func_push(float power, key target)
{
integer x;
for (x = 0; x < 64; x++)
{
llPushObject(target, <0,0,power>, <0,0,0>, FALSE);
}
}


Just feed the strength of the push into the function call as well as the target's uuid. Granted, this variation only pushes upwards, but its the gist of it.
You may wonder why it only pushes 64 times though. Well, push weakens the further it gets away from you, not to mention you have energy to deal with. A good orbitter can neglect that stuff (such as v3 of mine), but this is just a basic redefinition of whats been posted above.
It'll push once and the object moves away for you, so each push after the first gets exponetially weaker. Again, various ways to fix and overcome this, but I'm not going to reveal anything that hasn't already been revealed.
Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
07-23-2006 07:26
I wonder if I should just ban kaet from my sim BEFORE there's trouble?

;)

/esc
_____________________
http://slurl.com/secondlife/Together
kaet Diamond
Registered User
Join date: 29 Mar 2005
Posts: 32
07-23-2006 10:00
Thats mean! i dont even own a proper gun and i have been in sl for over a year!

XShade Foley just so you know that code is actaully quite poor tbh but thanks anyways =

Ayrn Wake that was my second attempt the problem is that the object ran out of push.
Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
07-23-2006 11:00
What if the object were to follow you? Like shoot you up, teleport 100m, then fire again.
It's fun to see how stuff works :).

- Jolan
Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
07-23-2006 11:47
A follower, like Jolan's idea, can be done by adding llSleep(0.2); or whatever after the push. That way the object gets ample time to replenish energy.

A note on energy though: Smaller objects regenerate energy faster.
You'd think that was the answer, use it in small prims, but push is greater if the pushing object is large. Thus why twisted prims are so saught after.

Anyways, just google like Ordinal mentioned. Orbits will soon be a thing of the past as the next version will introduce disabling push on parcels (if wanted) anyways. Over hyped as well, and easilly guarded against by sitting or using non-phys movement.
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
07-24-2006 01:56
Also, since the new update, it is great fun to check the Bumps & Pushes list under Help, and point out to whoever orbited you that it is now visible there, and AR-able *grin*

Orbits will fast lose popularity once people KNOW that they are no longer anonymous.
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
07-24-2006 06:26
On this subject, can anyone tell me if there's any truth in the following rumor:

In older versions orbiters/pushers used negative mass objects to get around energy limits. In the newer versions, these objects can still exist, but they can't be created. So if you're a newcomer, you can't create push or orbit weapons that exceed energy limits.

Not withstanding the physics bizarreness of an object's mass determining the amount of energy it has for pushing other objects by means other than colliding with them (!?)
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
07-24-2006 06:49
According to the Linden in the know (Andrew, as far as I recall), all of the edge cases that allowed for a prim to have -ve mass have now been removed, and any such prim rezzed into the world should now report +ve mass.

I can't find the thread he said it in though :(
Lizard Green
Reptillian
Join date: 28 Jun 2006
Posts: 20
07-24-2006 06:50
From: Yumi Murakami
On this subject, can anyone tell me if there's any truth in the following rumor:

In older versions orbiters/pushers used negative mass objects to get around energy limits. In the newer versions, these objects can still exist, but they can't be created. So if you're a newcomer, you can't create push or orbit weapons that exceed energy limits.

Not withstanding the physics bizarreness of an object's mass determining the amount of energy it has for pushing other objects by means other than colliding with them (!?)


energy doesn't appear to be an issue anyway. according to the wiki, energy is always between 0 and 1. with regard to pushobject:

From: someone
For the first two, the amount of energy expended is the magnitude of the impulse vector divided by 20,000. For llPushObject, it is the sum of the expenditures due to the two impulse vectors.


this would mean a vector magnitude of anything over 20,000 would drain all the energy. this is obviously not the case, since multiple max strength pushes work just fine. however, the energy regeneration should be factored in. for the one i use for launching myself into space, it gains about 100 per second. the amount and strengh of pushes i'm doing is thousands of times higher than should really be possible according to this. *shrug*
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
07-24-2006 07:33
From: Lizard Green

this would mean a vector magnitude of anything over 20,000 would drain all the energy. this is obviously not the case, since multiple max strength pushes work just fine. however, the energy regeneration should be factored in. for the one i use for launching myself into space, it gains about 100 per second. the amount and strengh of pushes i'm doing is thousands of times higher than should really be possible according to this. *shrug*


Mmm. And I'm wondering how hard you really need to push to have an effect. When I was quite new, I wondered about how things like ROAM worked, so I made a plywood cube which started as big as a prim can be, but as soon as it was sat on, shrank to as small as a prim can be and pushed itself hard in one of the axes. Not a ridiculously high number that I recall. I then headed onto the top of a tall building, rezzed the cube and sat on it.

I think I managed to get through about 3 or 4 sims before SL dropped me in the Endless Ocean Of Negative Coordinates and then crashed. In fact I've heard claims that this is basically how logout weapons work. What was even stranger was that my avatar was spinning around crazily (it looked like I was clinging on for dear life as I crashed through several houses and a forest) even though I was just sat on the cube which wasn't spinning.

So how hard do you really need to push? Most of the time I thought the goal with orbiters was just to force someone to tp out of the sim..
Lizard Green
Reptillian
Join date: 28 Jun 2006
Posts: 20
07-24-2006 07:47
From: Yumi Murakami
So how hard do you really need to push? Most of the time I thought the goal with orbiters was just to force someone to tp out of the sim..


if you just want to do that, not particularly hard. i wanted to go up high though. really high ^^ you get some very weird visuals at high heights, it's bizzare.

also, griefer tactics (in any game) always seem to take bigger is better approach; why push someone through 5 sims when you can push them 1 million meters up and through 100 sims? etc etc. it's all the same result, they just seem to like bragging about bigger numbers. "why just make them log out? make them log out HARD!"