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Duh? 1: Vehicle turning

EnCore Mayne
*BEHOLD* Designs
Join date: 17 Dec 2006
Posts: 5
06-13-2009 19:16
i have a vehicle script (Aaron Perkins') that does not allow the vehicle to be turned while it is standing still. is there something i should be looking at to provide this function if it can be done?

looks like llSetVehicleFloatParam(???,?) might be where i should start. can anyone help me narrow my focus?

btw, you should be aware i can't write scripts but i can follow some logic and have cobbled together some workable facsimiles.
Carbon Philter
Registered User
Join date: 4 Apr 2008
Posts: 165
06-14-2009 06:23
EnCore,
If you think about RL, vehicles don't turn without forward/backward movement.
The info given in the script I found (http://www.heatonresearch.com/articles/188/page2.html) has the comment: 'Cars need to be in motion to turn.'

There's a helicopter script acouple of pages further on which might have that capability in hover mode but I haven't progressed that far yet.
EnCore Mayne
*BEHOLD* Designs
Join date: 17 Dec 2006
Posts: 5
06-14-2009 12:08
the script is for a wheelchair Carbon. its simulated reality (not always prevalent in my designs) should give one the ability to rotate the left wheel clockwise while the right goes counter or vica versa resulting in turning around the center of mass (?).

i have no idea about how the primset rotation takes place mathematically. i'll look into llSetVehicleType () parameters and do some testing when i get inworld. thanks.

additionally, i only have the "basic" vehicle script in the root prim of my design with no "wheel" scripts involved. in constructing a test bed (with 4 wheels) the base seat prim (body) of the design seemed to work without wheels so that's the direction i'm going with this particular prototype.

if i do have to add wheel scripts that's gonna be a whole other set of problems i can imagine to be hellean.

UPDATE:
i'm trying to upload a picture of the build as it is now. if that doesn't work, i've run into another sticky wicket. how does one ensure the vehicle will ride on top of prims (sidewalks, roads, walkways)? this script makes the chair follow the terrain. pretty useless if you want to wheel anywhere else but fields (which i find to be quite a demonic passion tweaking the parameters). i've decreased the speed and turning radius and already i see a wild difference in inworld experience!) i can hardly wait to fiddle with the rest of them.

if anyone wants a copy of the prototype (photo or no) i'd be happy to send you one.
Seemok Capalini
Registered User
Join date: 4 May 2007
Posts: 17
06-15-2009 06:30
From: EnCore Mayne
the script is for a wheelchair Carbon. its simulated reality (not always prevalent in my designs) should give one the ability to rotate the left wheel clockwise while the right goes counter or vica versa resulting in turning around the center of mass (?).

i have no idea about how the primset rotation takes place mathematically. i'll look into llSetVehicleType () parameters and do some testing when i get inworld. thanks.

additionally, i only have the "basic" vehicle script in the root prim of my design with no "wheel" scripts involved. in constructing a test bed (with 4 wheels) the base seat prim (body) of the design seemed to work without wheels so that's the direction i'm going with this particular prototype.

if i do have to add wheel scripts that's gonna be a whole other set of problems i can imagine to be hellean.

UPDATE:
i'm trying to upload a picture of the build as it is now. if that doesn't work, i've run into another sticky wicket. how does one ensure the vehicle will ride on top of prims (sidewalks, roads, walkways)? this script makes the chair follow the terrain. pretty useless if you want to wheel anywhere else but fields (which i find to be quite a demonic passion tweaking the parameters). i've decreased the speed and turning radius and already i see a wild difference in inworld experience!) i can hardly wait to fiddle with the rest of them.

if anyone wants a copy of the prototype (photo or no) i'd be happy to send you one.




The parameters you want to look at are those of the angular motor.
VEHICLE_ANGULAR_MOTOR_etc.

http://www.lslwiki.net/lslwiki/wakka.php?wakka=TutorialVehicle
This is the best vehicle guide i've found thusfar
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
06-15-2009 08:54
From: Seemok Capalini
The parameters you want to look at are those of the angular motor.
VEHICLE_ANGULAR_MOTOR_etc.

http://www.lslwiki.net/lslwiki/wakka.php?wakka=TutorialVehicle
This is the best vehicle guide i've found thusfar


That tutorial is a little out of date, and has some inaccuracies. I would recommend using this one, it's essentially the same tutorial, but this one is more up to date:

http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
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EnCore Mayne
*BEHOLD* Designs
Join date: 17 Dec 2006
Posts: 5
06-21-2009 20:08
swapped out the vehicle script for Francis Chung's AO. works great, all i need to do now for some refinement is to fix the default camera POV when i wear it. any hints?