Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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03-01-2005 06:36
ok well since i am back in the nonphysical moves here are my toughs
- a link bigger than what is allowed will be unlinked at sim crossing - a link containing too much prims will ber unlçinked (dont know how many)
i am not sure but it seems that when crossing sim with an object if you leave a distance of 10 meter from the sim line if the link hasnt been fully rezzed it will unlink too
can some share theyr sim crossing science?
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 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
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Rhombur Volos
King of Scripture & Kebab
Join date: 6 Oct 2004
Posts: 102
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03-01-2005 07:30
If you've ever created or used an automatic rezzer, you might have noticed at some point that large linked objects unlink in the same way if you rez them at an angle.
My experience with the zeppelin is that angles are bad when crossing sims and rezzing large objects. If you align yourself with an axis before crossing, your odds of getting through without problems increase drastically. Or you could just split the large object into smaller ones.
There are a number of other issues concerning sim crossings, though, like vehicles experiencing intense lag and losing physical properties, sensor controlled objects carreening out into the great unknown, and so on..
The sim lines are the bermuda triangles of SL.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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03-01-2005 07:54
here is what i more or less deducted from talks in sl with lindens and with other peoples ingame
there is a sort of 10 meter wide stripe at sim border that is used when an object go from one sim to another, i noticed ot with avatars too, its in this strip that all the derezzing rezzing from sim to sim occur
with my nerw ship i experienced that crossing a sim line very slowly, this letting enough time to rez fully the object before quitting this 10 meter stripe help to it
so you built the zeppelin? how are your sim crossing chances?
yes for these angle now that you makes me think about it it made some major unlink in the past with my stuffs.
my new construction has 5 segments and these segments are slowly climbing to 50-60 prims, anybody could tell me if i am aproaching the red zone?
_____________________
 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
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Rhombur Volos
King of Scripture & Kebab
Join date: 6 Oct 2004
Posts: 102
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03-01-2005 09:14
My zep consists of about 300 prims, divided into 12 linked objects. If i cross the sim parallel to any axis, nothing unlinks. But the decks within the zeppelin have a tendency to unlink if i cross at an angle.
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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03-01-2005 23:20
The 30m link limit enforced by SL is evaluated along the global axes, not within the linkset's rotation. This is why an object that is exactly 30m in any direction WILL unlink when crossing sims at an angle other than 0, 90, 180 or 270 degrees. Keep your linksets under 24m in each of X, Y and Z, and it can then cross sim borders at any angle.
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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03-02-2005 01:01
this clarify many things wow! but about my theory on the rezzing time on the other sim is it possible or i can run without worrying through the sim border?
_____________________
 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
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