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Vehicle Question: Turning without banking

HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
08-31-2006 02:07
Hi,

I have no experience with building/scripting vehicles and I only do ask this because I have a friend who is not experienced with vehicles too and who also cannot script. So I'm better qualified to ask, hehe. Another case of the one eyed trying to help the blind.

This friend built a *nice* Zepellin/Airship/Blimp - whatever the exact word in English is. He used a freebie script from a flying carpet and this works like magic with this airship. The only problem is that it is banking - a thing real airships do not do or at least not as much.

I examined the script a bit and found four possible places to change - because of time problems I could only test two and those two didn't produce the desired results.

I changed the values for:

VEHICLE_BANKING_EFFICIENCY
VEHICLE_BANKING_MIX

Unfortunately the only thing I achieved was to have it *not* turning but the banking "animation" was still played. Grrr .... exactly the opposite of what I am looking for.

Would setting the motor directions help with this or is this more complex? Any tips on how to turn the airship without banking will be greatly apprechiated.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-31-2006 09:20
I believe you will want a VEHICLE_BANKING_EFFICIENCY of zero (and VEHICLE_BANKING_MIX shouldn't really matter, but I'd set it at zero also in case the vehicle decides for some reason you still have to be moving to turn). Then when you turn you will want the VEHICLE_ANGULAR_MOTOR_DIRECTION to have no component in the x-direction (y for pitch and z for yaw).
HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
08-31-2006 10:22
For some reason y and z are reversed but it works - so I was on the right track just started with the wrong set of parameters.

Thanks!