Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Car performance question

Designer Madonna
Designer
Join date: 14 Oct 2005
Posts: 9
06-16-2006 19:44
I have made a car using the Realistic Car script. In general it works fine, except in rough areas where there are high and low place or if I a going slow or stop against an obstical like a curb. I get stuck and sometimes have to get out and move the car in edit to get going again. I have looked at the wiki but have not figured out what parameters might make the car handle these situations better. Anyone have some suggestions.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
06-16-2006 21:33
i made one that was sorta in the lines of a neo delorian / ford f1 indy prototype, worked great but the nose was too close to the ground causing even more than usual sticking and if @ a high rate of speed would flip end over end (fun yes car no)

i eventually fixed it by rasing its ground clearance in the front, and it does well on roads, if it was off road i would put some skyjackers on it ... so ground clearance actually works like its supposta , hang an axel on a rock, you stop, nose of your sports car dives into the road @ high speed your dead :)
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
06-16-2006 22:18
Designer,

Osgeld makes an excellent point. In my own test on off-road usability, I've found three features to be especially useful:

1) an invisible front bumper "ramp" prim helps vehicles climb over difficult obstacles. Depending on the size of the bumper, I've found a vehicle with decent "torque" can climb over objects higher than the vehicle itself. Perhaps not incredibly realistic, but in the chaotic terrain of the SL grid, it is quite useful and fun.

2) a physics status watchdog script uses a simple timer-based check. If the vehicle has gone nonphysical (commonly at sim crossings), it gets stuck in place. If the watchdog detects this, it moves the vehicle up along positive Z until it can reset the physics status of the vehicle.

3) adding "bunnyhop" functionality. If you add a key combination to the control script block that applies an impulse that kicks the vehicle up in the air, it is great fun! An additional, smaller shove to the nose prim of the vehicle makes it work even better.

A vehicle I've made incorporates all of these features-- IM me inworld if you'd like one to tear apart for your own purposes. Good luck!
Designer Madonna
Designer
Join date: 14 Oct 2005
Posts: 9
Thanks
06-17-2006 03:22
Thanks for the help. I try these ideas out.