User:LaniGlobal

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Lani Global

Lani Global.jpg

LANI GLOBAL SYSTEMS Twitter feed

Lani Global Systems on Twitter http://twitter.com/LaniGlobal

Tweets mainly covering OpenSim, OSGrid, HyperGrid, and 3D Virtual Worlds.

Lani Global OSGrid Photo Gallery

Lani Global - OSGrid Photo Gallery http://gallery.osgrid.org/main.php?g2_itemId=6528

Photos, snapshots, imagery, and art in OSGrid, OpenSim.

OpenSim Communications Projects

SubSpace Communications RP Chat System

Extended long distance Text Chat scripted wearable and rezzable system for: region-chat, region-to-region chat, grid-to-grid, standalone-to-standalone, etc.

Compatible with the OWI Open World Interface by Snoopy Pfeffer running on Dreamland Metaverse OpenSim servers

OpenSim RolePlay Projects

Myriad Lite RolePlay Gaming and Combat System

The Myriad Lite RolePlay Gaming and Combat System was founded by User:Allen_Kerensky, who is also the lead developer and primary code writer for it.

It is an Open Source scripted RolePlay Gaming and Combat System specifically designed to be compatible with OpenSim.

"Myriad Lite is a project to adapt a pen-and-paper role-playing game rulebook into OpenSimulator Xengine and SecondLife Mono scripts, and the related 3D objects, needed to implement a pen-and-paper role-playing game in 3D virtual worlds." -- Allen Kerensky

Lani Global contributions to the Myriad project include: Animations, Textures, HUD Design, Trap Scripts, Alpha and Beta Testing, Collaboration, Promotion and Community Distribution.

OpenSim Community Projects

Sci Fi Hub of OSGrid

A community center for promotion of Science Fiction theme environments in OpenSim. Located in the Lani region in OSGrid. Includes the Sci Fi Teleport Poster Exchange project.

OpenSim Vehicle Projects

Reference Design ODE Vehicle.jpg

Physical Vehicle Designed for OpenSim

In August 2012, Lani Global Systems embarked on a Physical Vehicle project designed specifically for OpenSim. See Lani Physical Vehicle Flight Scripts. Prior to this project, multi-passenger physical vehicles were practically non-existent and unknown to the public in core-dev-OpenSim. To fulfill the cutting edge goals of this project, a new vehicle script was specially written to take advantage of the then-current (OpenSim v0.7.5 dev) working vehicle functions, while simultaneously minimizing previously encountered bugs and failures. The project succeeded. Free distribution to the OpenSim Community was implemented through the release of several boxed-product objects in September 2012:

1. "Ornithopter 3-seater(c)2012 LANI GLOBAL SYSTEMS" Multi-Passenger Physical Flight Vehicle, complete with root prim engine script, multiple special effects scripts, animations, interlock system, lighting, seating, and moving canopy/physical-enclosure. copy/mod/trans.

2. "Physical Flight Vehicle Script Engine (c)2012 LANI GLOBAL SYSTEMS" root prim, open source script, pilot animation. copy/mod/trans.

OpenSim Vehicle Bugs

Known Physical Vehicle Bugs Currently Existing in OpenSim

OpenSim Mantis Report # 0006333: Local Chat Fail for Driver of Vehicle: Sitting Passengers & Vehicle Text Commands http://opensimulator.org/mantis/view.php?id=6333

Pilot / Driver of physical vehicle can not communicate using local chat Say channels with sitting passenger(s) after the vehicle moves more than 20m from the point where the passenger(s) sits on the vehicle. This also affects chat say texting commands by Pilot / Driver to the vehicle. Say text commands from Pilot/Driver to vehicle fail more than 20m from the vehicle Pilot / Driver original point of sit.

The region doesn't seem to update the sitting avatar's location (or the vehicle's location) for chat texting purposes. Tests seem to indicate that the Passenger avatar's texting location remains at the location where the passenger sat on the vehicle.

Other Vehicle Bugs or Not-Yet-Implemented Parameters

Physical vehicle parameters for banking such as VEHICLE_BANKING_EFFICIENCY are not implemented (AFAIK) yet in OpenSim dev physics ODE.

OpenSim Change-Advocacy Projects

Proposed Change Regions_ini Default PhysicalPrimMax 10m to 64m

In the OpenSim simulator settings file: Regions.ini there is a line of the file:  ; PhysicalPrimMax = 10

This default should be changed to  ; PhysicalPrimMax = 64 to support the widespread use and distribution of physical vehicles content in the OpenSim Community. With more and more mesh being used, this has become an important issue.

The 10 meter prim size is an obsolete standard left over from the old days of SL. The current standard is 64 meter prim size.


Physical Vehicle Scale 001.png

Comparison of a mesh physical vehicle normal size using PhysicalPrimMax=64m with a Physical Vehicle forced to be reduced in size due to PhysicalPrimMax = 10m.

PhysicalPrimMax 64m Discussed at OpenSimulator Meeting

09 October 2012: Discussion of PhysicalPrimMax 64m Default Change Proposed at OpenSimulator Meeting in Wright Plaza on 09 October 2012. The PhysicalPrimMax discussion starts at chat log time 11:49. It starts to get interesting at about 11:52.

16 October 2012: Discussion of PhysicalPrimMax 32m Default Change was discussed at OpenSimulator Meeting in Wright Plaza on 16 October 2012. The PhysicalPrimMax discussion starts at chat log time 11:18. It starts to get interesting at about 11:32.

18 February 2014: Since BulletSim Physics is now standard in OpenSim distrubutions and the use of mesh is widespread for vehicles, another suggestion was made to increase the default to 64m. This was discussed at the OpenSim Dev meeting. Discussion of PhysicalPrimMax 64m Default Change Proposed at OpenSimulator Meeting in Wright Plaza on 18 February 2014, The PhysicalPrimMax 64m discussion is at chat log time 11:23 and 11:53 and 12:04.

11 March 2014: PhysicalPrimMax 64m and the Mantis 0007028, with PATCH: PhysicalPrimMax to 64m for ini Default files to enable standard size prims and mesh to be used with vehicles was discussed at the OpenSimulator Meeting in Wright Plaza on 11 March 2014, the discussion starts at chat log time 11:07. Robert Adams, BulletSim Physics dev, is quoted as saying: "and it is time to either fix the old SL limitations or get off the bus".

The Patchwas applied to opensim around 2014-03-11.

PhysicalPrimMax Discussed at OSGrid Town Hall Meeting

At the OSGrid Town Hall Meeting on 07 October 2012 , Lani Global presented a proposal to the citizens of OSGrid. The complete transcript of this meeting is available at: http://wiki.osgrid.org/index.php/TownHallMeetingLog20121007

"As many of you know already, LANI GLOBAL SYSTEMS has introduced a new MULTI-PASSENGER PHYSICAL FLIGHT VEHICLE and an open source Physical Flight Script Engine developed for OpenSim / OSGrid. I'm not announcing this to advertise it or boast :) I am saying this because, honestly, most people previously thought that multi-passenger physical vehicles didn't exist in OSGrid. "

"Also, I would like to speak up about an important thing that is HOLDING BACK some talented OSGrid Content Creators in this field of Physical Vehicles (boats, aircraft, spacecraft, automobiles, and amphibious craft). The thing in OSGrid that is now holding back physical vehicle Content Creators is: currently there is a DEFAULT in the OpenSim OSGrid dev simulator (ini) setup file of "Maximum Physical Prim Size = 10metres". This Default prim size is a carryover from the old SL 10m prim size standard. It is now obsolete! Default "Maximum Physical Prim Size = 10metres" is WAY TOO SMALL for the design of multi-passenger Physical Vehicles... especially MESH and Sculpty vehicles, yachts, ships, airplanes, and spacecraft built to-scale."

"I realize that this is a new area of interest. During the past month of development of my open source Physical Flight Script Engine for OpenSim/OSGrid, I have been talking with other vehicle builders in OSGrid, working on converting some of the existing vehicles, and we all are stifled by this 10 metre physical prim default limitation. We now want to propose a NEW DEFAULT for "OSGrid's OpenSim dev version" be changed to "Maximum Physical Prim Size = 64 metres". This is equivalent to the current Maximum Prim Size 64 metres in current (SL) compatible viewers."

"We recognize that it is possible for each simulator owner/operator to set their own Maximum Physical Prim Size to 64 metres. We have changed this setting in some regions and are happy to report that everything works fine with larger physical prim vehicles. However, many people who rent regions in OSGrid or who run their own regions, do not have the skills to change this default. While lone builders and owners of regions can change their own regions' Maximum Physical Prim Size to 64m, it is a different story for Content Creators. Vehicle designers who create free products and put them in the stores for the larger market of the OSGrid Community (and OpenSim HyperGrid Community) must build to whatever is the Default limit! "

"Currently, the Content Creators can not deliver all their wonderful designs for vehicles, and users can't modify or convert their existing vehicles, if even one prim in the vehicle is larger than 10 metres. I argue that this is an obsolete prim size limit that has no place in our open spirit of freedom OSGrid is known for. I'm asking for the support of fellow OSGrid Citizens in respectfully proposing that the obsolete default of 10m physical prims be changed to 64m in future releases of OSGrid OpenSim dev versions. "

Open Letter to the OpenSim Developers

View original open letter proposal, posted on Opensim-dev email list

View this thread on Opensim-dev email list

Dear OpenSim Devs,

Date: 15 October 2012

PROPOSAL TO CHANGE PhysicalPrimMax=32m

This proposes a change to Regions.in file default parameter: PhysicalPrimMax=32m Old parameter was: PhysicalPrimMax=10m This parameter defines the maximum prim size limit (in any dimension x,y or z) at which the prim may be recognized by the region as a physical object. If any dimension of the prim is larger than this limit, the prim fails to become physical.

DISCUSSION AT OPENSIM MEETING

At the OpenSim Meeting last week in Wright Plaza OSGrid, I proposed changing the parameter default to PhysicalPrimMax=64m. However, after taking some data and doing some research testing various sizes and shapes of physical prims, I now propose PhysicalPrimMax=32m instead.

BACKGROUND:

The maximum prim build size using v1 viewers in SL was 10m, but this became obsolete recently with v2 and v3 viewers going to 64m. There has been *no limit* on the size of a physical prim in SL using their Havok physics engine. A mega-prim in SL can be physical (I have successfully tested 1024x1024x1024 physical prims in SL). However, in OpenSim there is good reason to limit physical prim size, mainly due to the simulator physics load causing simulator FPS to slow down.

WHY CHANGE?

Q: Why would we want to change this default value?

A: The primary motivation for changing this is the growing popularity of PHYSICAL VEHICLES in OpenSim. Content creators for the OpenSim community must design their products for the most common default value limits.

WHAT TYPES OF VEHICLES REQUIRE 32m PRIM SIZE?

Built to-scale vehicles require prim sizes larger than 10metres: boats, ships, trains, buses, airplanes, aircraft, spacecraft, automobiles, and amphibious craft. Especially multi-passenger vehicles and vehicles using tortured prims or mesh or sculpties. Tortured prims (path cut, dimpled, tapered) are often used to achieve the curve shapes of vehicles, and this leads to larger prim x,y, or z dimensions (even when the overall vehicle size is less than 10metres). Mesh vehicles tend to require larger prim size; an entire vehicle can be made with 1 mesh model.

BEST PARAMETER VALUE?

32 metres is the proposed best parameter value. It is a compromise based on performance vs the value of having creative content. Certainly 10m prims are safe performance, however, 10m severely limits the existence of vehicle content.

TEST RESULTS

In recent testing of free prims dropped to ground, it was found that there appears to be a "breaking point" in the physics FPS performance with physical prim size larger than 45 metres. When 64 metre torus shaped prims were tested, this brought the physics FPS down to a low level. But, when 32metre prim size torus prims were tested, acceptably good performance was achieved. Of course, physics performance varies considerably among simulators.

DATA:

Please see collected data on size vs. shape on Physics FPS: http://opensimulator.org/wiki/User:LaniGlobal#Proposed_Change_Regions_ini_Default_PhysicalPrimMax_10m_to_64m

CONCLUSION:

A proposal has been presented for a default change. The change would be from an obsolete, but "absolutely safe" default value, to a new value that is closer to the center of compromise in simulator performance, only when larger size physical prims are rezzed by users. The result of this change would yield a huge increase in physical vehicle content in the OpenSim Community.

Respectfully submitted,

Lani Global

Founder/Content Creator, LANI GLOBAL SYSTEMS (tm)

Owner of Lani region of OSGrid, an OpenSim/HG 3-D Virtual Sci Fi World

http://twitter.com/LaniGlobal

hg.osgrid.org:80:lani

Lani Global Regions in Opensim OSGrid and HyperGrid

Lani

Lani region of OSGrid is one of the most popular places in OpenSim. Creative Content for the OpenSim Community is developed and distributed. The Science Fiction environment features the Lani Global Systems Sci Fi Store, Lani Mall, the Sci Fi Hub of OSGrid, a RolePlay RP environment, RolePlay Gaming, Spacecraft Landing Docks, and the Alpha Station space station home pods for RP players. The Central Pyramid is a community center and gathering point for the Sci Fi Community of OpenSim. Lani region runs on a server by sim hosting company Dreamland Metaverse. It is HyperGrid enabled, in the Middle Realm at 8090,8090 grid coordinates. Some photo images and a real time graph of daily visitor count to Lani region can be found on the web at Most Popular Region of OSGrid

ixi

ixi region of OSGrid is a very popular Sci Fi sandbox area adjacent to Lani region. Creative Content for the OpenSim Community is designed, tested, and developed. ixi is well known for sandbox and RP Combat. ixi region is sponsored by Dreamland Metaverse , an OpenSim server sim hosting company. Changing rooms are provided for avatars. The Great Hall of Combat has seen hundreds of battles and duels fought. Research and development of vehicles. Myriad RP Gaming and Combat System is developed and tested. It is HyperGrid enabled, in the Middle Realm at 8089,8090 grid coordinates. Some photo images and a real time graph of daily visitor count to ixi region can be found on the web at ixi Region OSGrid visitor graph

Lani Global Systems LSL Scripts

Lani Physical Vehicle Flight Scripts for ODE

Open Source Reference Design Open Sim Physical Vehicle Script Kit ODE.jpg


Reference Design. A physical flight hover vehicle engine and various accessory scripted parts for the vehicle child prims are presented here. The scripts were designed especially and intended for use in OpenSim. These scripts have been thoroughly tested and used in many vehicles in OpenSim, with the OpenDynamicsEngine (ODE) physics engine.

NOTICE: Due to changes in OpenSim version 0.8.1 this Physical Flight Vehicle Engine script is now OBSOLETE.

It is only functional for ODE PHYSICS in OpenSim version 0.8.0 or older

These scripts were suitable for: Spacecraft, Hovercraft, Hoverpod, HoverJet, Helicopter, Ornithopter, Submarine, Flying Wing, Airplane, Aeroplane, Whirly Bird, Magic Carpet, Starships, Death Stars, Galactic Ships, Space Ships, Spaceship, UFO, Unidentified Flying Objects, Flying Saucers, and other types of vehicles.

A kit with a demonstration vehicle (Ornithopter) and all the parts (Engine, accessories, animations, sounds, etc) is available in the Lani Global Systems store, in Lani Mall. The mall is located in Lani region of OSGrid. HyperGrid hg.osgrid.org:80:lani

Lani Physical Vehicle Flight Engine v3 for ODE

Only for ODE PHYSICS in OpenSim version 0.8.0 or older

OBSOLETE

This is the engine script. This script goes in the contents of the root prim, the "seat cushion" that the pilot of the vehicle sits on. This script needs a sitting animation and 2 sounds to be functional. (Note: the engine in this script kit is designed for use with OpenDynamicsEngine (ODE) physics engine, not for BulletSim Physics Engine. For scripts designed for BulletSim Physics Engine, please see other sections of this page in the future.)

// Lani_Physical_Vehicle_Flight_Engine_v3_for_ODE.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// Basil Sosides: early phys proto functions demo.
// Vegaslon Plutonian: development of OpenSim ODE phys vehicle banking/tilt.
//  
// ===================================================================================
// This engine is designed for use with OpenSim physics Open Dynamics Engine ODE only.
// ===================================================================================
//
// GLOBAL VARIABLES 
//
string sit_message = "Fly"; //Sit message
string not_owner_message = "Sorry. You are not the owner."; //Not owner message
string PILOTANIM ="LaniPilotSit8"; // Anim for pilot
string TITLE=""; //floating text
string SOUND1 = "HOVER"; //sound for engine
string SOUND2 = "AirHiss";// sound for turning
//
// GLOBAL VARIABLES FOR PILOT SEATING AND CAMERA VIEWPOINT
//
vector SIT_POSITION = <-0.0,0.0,-0.21>; // position of pilot on sit prim
vector SIT_ROTATION_B = <0,0,90>; // rotation of pilot on sit prim
integer Private = 1;    // 1 = Owner Only Pilot. 0= Anyone can be Pilot.
float CAM_ZOOM = 17.0; // How far back the pilot's camera follows (default = 17.0 meters)
float CAM_ANGLE = 20.0; // Vertical angle pilot's camera follows (defaul - 20.0 degrees)
//
// GLOBAL VARIABLES FOR SPECIAL EFFECTS LINK MESSAGES
//
// Link Comms Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
integer CHANNEL_NUMBER = 1;  // initial link comms channel number to send on
integer ON_STATUS1 = FALSE; // set up the status so it starts in the OFF condition
string OFF_MESSAGE = "STATUS_OFF"; // status off message to send to other prims
string ON_MESSAGE = "STATUS_ON";   // status on message to send to other prims
string RIGHT_MESSAGE = "STATUS_RIGHT"; // status right message to send to other prims
string LEFT_MESSAGE = "STATUS_LEFT"; // status left message to send to other prims
string FORWARD_MESSAGE = "STATUS_FORWARD"; // status forward message to send to other prims
string REVERSE_MESSAGE = "STATUS_REVERSE"; // status reverse message to send to other prims
string ONSAY1 = " ON"; // text to announce the on status
string OFFSAY1 = " OFF"; // text to announce the off status
//
// GLOBAL VARIABLES FOR VEHICLE MOTION
 
float POWER_FORWARD = 12; //Power for forward (1 to 30)
float POWER_REVERSE = 12; //Power for reverse (-1 to -30)
integer hr = 2; // initial climb rate
integer hrm = 8; // Maximum climb rate
float angz = 1.0; // Sharpness of turns/curves (practical values 0.5 to 1.0)
float ALTITUDE;
float THRUST;
integer RUN;
rotation SIT_ROTATION;
key AVATAR_B;
key AVATAR;
float SPEED;
integer OFFSET;
integer HELD;
 
//----------------------------------------------------------------------------------------------   
 
SETUP_CAMERA(float degrees)
{
    rotation sitRot = llAxisAngle2Rot(<0, 0, 1>, degrees * PI); 
    llSetCameraParams([
        CAMERA_ACTIVE, 1, // 1 is active, 0 is inactive
        CAMERA_BEHINDNESS_ANGLE, 0, // (0 to 180) degrees
        CAMERA_BEHINDNESS_LAG, 0.0, // (0 to 3) seconds
        CAMERA_DISTANCE, CAM_ZOOM, // ( 1 to 30) meters
        CAMERA_FOCUS_LAG, 0.0 , // (0 to 3) seconds
        CAMERA_FOCUS_LOCKED,FALSE, // (FALSE)
        CAMERA_FOCUS_THRESHOLD, 0.0, // (0 to 4) meters
        CAMERA_PITCH, CAM_ANGLE, // (-45 to 80) degrees
        CAMERA_POSITION_LAG, 0.0, // (0 to 3) seconds
        CAMERA_POSITION_LOCKED, FALSE, // (TRUE or FALSE)
        CAMERA_POSITION_THRESHOLD, 0.0, // (0 to 4) meters
        CAMERA_FOCUS_OFFSET, <0,0,3> // <-10,-10,-10> to <10,10,10> meters
    ]);
}
 
SETUP_VEHICLE()
{
        //Type
        llSetVehicleType(VEHICLE_TYPE_BOAT);
 
        //Float
        llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, ALTITUDE);
        llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.1);
        llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 2.0);
 
        //Vector
        llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <0.01, 0.01, angz>);
        llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 2.0, 1000.0>);
 
}
 
INITIALIZE()
{
    RUN = 0;
    vector posv = llGetPos();
    ALTITUDE = posv.z - 19.75;
    llSetVehicleType(VEHICLE_TYPE_BOAT);
    llSetStatus(STATUS_PHANTOM, FALSE);
    llSetLinkPrimitiveParams(LINK_ALL_OTHERS, [PRIM_PHANTOM,FALSE]); 
    llSetStatus(STATUS_PHYSICS, FALSE);
 
    vector rotv = llRot2Euler(llGetRot());
    rotation rot = llEuler2Rot(<0,0,rotv.z>);
    llSetRot(rot);
 
    SIT_ROTATION = llEuler2Rot(DEG_TO_RAD * SIT_ROTATION_B);
 
}
 
 
default
{
    state_entry()
    {
        INITIALIZE();
        llSetSitText(sit_message);
        llSetText(TITLE, <0.5, 0.5, 0.5>, 0.3);
        llSitTarget(SIT_POSITION, SIT_ROTATION);
        SETUP_CAMERA(0.01);
        llSetTimerEvent(0.3);
        llMessageLinked(LINK_ALL_OTHERS, 1, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
        llMessageLinked(LINK_ALL_OTHERS, 2, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
        llMessageLinked(LINK_ALL_OTHERS, 3, ON_MESSAGE, NULL_KEY); //send off message to linked prims
    }
 
 
   on_rez(integer rn)
    {
        llResetScript();
        llSetPos(llGetPos() + <0,0,0.5>);
        llSetLinkPrimitiveParams(LINK_ALL_OTHERS, [PRIM_PHANTOM,FALSE]); 
        llMessageLinked(LINK_ALL_OTHERS, 1, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
        llMessageLinked(LINK_ALL_OTHERS, 2, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
        llMessageLinked(LINK_ALL_OTHERS, 3, ON_MESSAGE, NULL_KEY); //send off message to linked prims
    }
 
 
 
    changed(integer change)
    {
        if ((change & CHANGED_LINK) == CHANGED_LINK)
        {
            AVATAR = llAvatarOnSitTarget();
            if (AVATAR != NULL_KEY)
            {                
                if( (AVATAR != llGetOwner()) & (Private == 1))
                {
                    llSay(0, not_owner_message);
                    llUnSit(AVATAR);    
                    llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, OFF_MESSAGE, NULL_KEY); //send off message to linked prims        
                    llMessageLinked(LINK_ALL_OTHERS, 4, ON_MESSAGE, NULL_KEY); //send on message to allow canopy
                }
                else
                {
                    llSetLinkPrimitiveParams(LINK_ALL_OTHERS, [PRIM_PHANTOM,FALSE]);
                    llSetStatus(STATUS_PHYSICS, TRUE);
                    llSetLinkPrimitiveParams(LINK_ALL_OTHERS, [PRIM_PHYSICS,TRUE]);
                    AVATAR_B = AVATAR;
                    SETUP_VEHICLE();
                    llSetTimerEvent(0.3);
                    llRequestPermissions(AVATAR, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_CONTROL_CAMERA);
                    RUN = 1;
                    OFFSET=0;
                    llSetTimerEvent(0.001);
                }
            }
            else
            {
                RUN = 0;
                llReleaseControls();
                llStopAnimation(PILOTANIM);
                INITIALIZE();
 
                llSetPos(llGetPos() + <0,0,0.0>);
                llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
                llMessageLinked(LINK_ALL_OTHERS, 1, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
                llMessageLinked(LINK_ALL_OTHERS, 2, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
                llMessageLinked(LINK_ALL_OTHERS, 3, ON_MESSAGE, NULL_KEY); //send off message to linked prims
                llMessageLinked(LINK_ALL_OTHERS, 4, ON_MESSAGE, NULL_KEY); //send on message to allow canopy
            }
        }
    }
 
    run_time_permissions(integer perm)
    {
        if (perm)
        {
            llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
            THRUST = POWER_FORWARD;
            llPlaySound(SOUND1,1.0);
            llSetPos(llGetPos() + <0,0,0.1>);
            llStartAnimation(PILOTANIM); 
            llOwnerSay("You are flying! use arrows Up/Down/Left/Right.\nAlt-Click on vehicle to adjust camera.\nStand up to stop.");
            SETUP_CAMERA(0.5);
            llSetTimerEvent(0.3);
            llMessageLinked(LINK_ALL_OTHERS, 1, ON_MESSAGE, NULL_KEY); //send off message to linked prims
            llMessageLinked(LINK_ALL_OTHERS, 3, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
            llMessageLinked(LINK_ALL_OTHERS, 4, OFF_MESSAGE, NULL_KEY); //send off message to not allow canopy
        }
        else
        {
            llReleaseControls();
            llSetTimerEvent(0.3);
            llMessageLinked(LINK_ALL_OTHERS, 1, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
            llMessageLinked(LINK_ALL_OTHERS, 2, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
            llMessageLinked(LINK_ALL_OTHERS, 3, ON_MESSAGE, NULL_KEY); //send on message to linked prims
            llMessageLinked(LINK_ALL_OTHERS, 4, ON_MESSAGE, NULL_KEY); //send on message to allow canopy
        }
    }
 
    control(key id, integer level, integer edge)
    {
        if(RUN == 0)
        {
            return;
        }
        vector ANGLE_MOTOR; 
        vector vel = llGetVel(); // Current velocity
        SPEED = llVecMag(vel); // Speed
 
        // MOVEMENT DIRECTION CONTROLS
        if ((level & edge & CONTROL_UP) || ((level & CONTROL_UP)))
        {
            ALTITUDE = ALTITUDE + hr;
            if(ALTITUDE > 8500) {ALTITUDE = 8500;}
            llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, ALTITUDE);
            llMessageLinked(LINK_ALL_OTHERS, 1, FORWARD_MESSAGE, NULL_KEY); //send forward message to linked prims
        }
 
        if ((level & edge & CONTROL_DOWN) || ((level & CONTROL_DOWN)))
        {
            ALTITUDE = ALTITUDE - hr;
            if(ALTITUDE < 2) {ALTITUDE = 2;}
            llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, ALTITUDE);
            llMessageLinked(LINK_ALL_OTHERS, 1, REVERSE_MESSAGE, NULL_KEY); //send reverse message to linked prims
        }
 
        if(level & CONTROL_FWD)
 
        {
            THRUST = POWER_FORWARD;
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,THRUST,0>); 
            llMessageLinked(LINK_ALL_OTHERS, 1, FORWARD_MESSAGE, NULL_KEY); //send forward message to linked prims
        }
 
        if(level & CONTROL_BACK)
        {
            THRUST = POWER_REVERSE;
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,-THRUST,0>);
            llMessageLinked(LINK_ALL_OTHERS, 1, REVERSE_MESSAGE, NULL_KEY); //send reverse message to linked prims
        }
 
// right/left  
 
        if(level & CONTROL_ROT_RIGHT)
        {
            ANGLE_MOTOR.z -= 0.5 + SPEED / (8 * THRUST); 
            OFFSET=10; 
            HELD=1;
         llMessageLinked(LINK_ALL_OTHERS, 1, RIGHT_MESSAGE, NULL_KEY); //send on message to linked prims
        }
 
        if(level & CONTROL_ROT_LEFT)
        {
            ANGLE_MOTOR.z += 0.5 + SPEED / (8 * THRUST); 
            OFFSET=-10;
            HELD=1; 
            llMessageLinked(LINK_ALL_OTHERS, 1, LEFT_MESSAGE, NULL_KEY); //send on message to linked prims
        }
 
 
 
 
// Params for angular
 
        llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, ANGLE_MOTOR);
 
 
 
    }   
    timer()
    { 
        if(HELD==0)
        OFFSET=0;
        HELD=0; 
        rotation angl = llGetRot(); 
        vector rotv1 = llRot2Euler(angl);
        rotation rot1 =llEuler2Rot(<0,DEG_TO_RAD*OFFSET,0>)* llEuler2Rot(<0,0,rotv1.z>) ; 
        llRotLookAt(rot1,0.02, 0.8); 
    }  
 
 
}

Lani Vehicle Head Lights v3

Reference Design. This is the vehicle lighting script. It goes in the contents of a child prim object that performs the vehicle headlights lighting.

// Lani_Vehicle_Lights_v3.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// SPECIAL EFFECT: VEHICLE LIGHTS
// GLOBAL VARIABLES FOR SPECIAL EFFECTS (SFX) 
float LIGHT_GLOW = 0.05; // level of glow (default = 0.15 ; practical range = 0.02 to 0.3)
float LIGHT_INTENSITY = 1.0;// intensity of light when on (default = 1.0; practical range = 0.1 to 1.0)
float LIGHT_DISTANCE = 20.0;// distance of light when on (default = 20.0; practical range = 4.0 to 20.0)
vector LIGHT_COLOR = <0.7, 0.7, 1.0> ; // color of the light emitted <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
vector ON_COLOR_PRIM = <0.7, 0.7, 1.0> ; // color of the prim when on <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
vector OFF_COLOR_PRIM = <0.7, 0.7, 1.0> ; // color of the prim when off <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
float ON_ALPHA = 0.1; // transparency of prim when on (default = 0.2 ; practical range = 0.1 to 1.0)
float OFF_ALPHA = 0.0; // transparency of prim when off (default = 0.0 ; practical range = 0.1 to 1.0)
 
// 
// GLOBAL STANDARD Link Message Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
// 8 = Lights
integer CHANNEL_NUMBER = 8;  // link comms channel number  
string OFF_MESSAGE = "STATUS_OFF"; // status off message 
string ON_MESSAGE = "STATUS_ON";   // status on message 
 
 
default
{
 
    state_entry()
    {
 
    }    
 
 
    link_message(integer SENDER, integer CHANNEL, string MESSAGE, key ID)
    {
        if ( CHANNEL== CHANNEL_NUMBER ) // check the channel number 
        {
            if ( MESSAGE == OFF_MESSAGE ) // check for message 
            {     
                llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR, 0.0, LIGHT_DISTANCE, 0.75]); //<R,G,B>,INTENSITY,RADIUS,FALLOFF
                llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, 0.0 ] ); // sets no glow of the prim
                llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, OFF_COLOR_PRIM,OFF_ALPHA]); //sets the off color of the prim
            } // end of check for message
 
            if ( MESSAGE == ON_MESSAGE ) // check for message 
            {     
                llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR, LIGHT_INTENSITY, LIGHT_DISTANCE, 0.75]); //<R,G,B>,INTENSITY,RADIUS,FALLOFF
                llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, LIGHT_GLOW ] ); // sets the on glow of the prim
                llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, ON_COLOR_PRIM,ON_ALPHA]); //sets the on color of the prim
            } // end of check for message
        } // end of check the channel number
    }   // end of link_message 
}// end of default state 
// end of script

Lani Vehicle Running Lights v3

This is the vehicle running lights script. It goes in the contents of a child prim object that performs the vehicle red running lights.

// Lani_Vehicle_Running_Lights_v3.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// 
// SPECIAL EFFECT: VEHICLE RUNNING LIGHTS - RED COLOR
// GLOBAL VARIABLES FOR SPECIAL EFFECTS (SFX) 
float LIGHT_GLOW = 1.0; // level of glow (default = 0.15 ; practical range = 0.02 to 0.3)
float LIGHT_INTENSITY = 1.0;// intensity of light when on (default = 1.0; practical range = 0.1 to 1.0)
float LIGHT_DISTANCE = 5.0;// distance of light when on (default = 20.0; practical range = 4.0 to 20.0)
vector LIGHT_COLOR = <1.0, 0.0, 0.0> ; // color of the light emitted <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
vector ON_COLOR_PRIM = <1.0, 0.0, 0.0>; // color of the prim when on <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
vector OFF_COLOR_PRIM = <1.0, 0.0, 0.0> ; // color of the prim when off <RED,GREEN,BLUE> (black = <0.0,0.0,0.0>; white =<1.0,1.0,1.0>)
float ON_ALPHA = 1.0; // transparency of prim when on (default = 0.2 ; practical range = 0.1 to 1.0)
float OFF_ALPHA = 0.0; // transparency of prim when off (default = 0.0 ; practical range = 0.1 to 1.0)
 
// 
// GLOBAL STANDARD Link Message Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
// 8 = Lights
integer CHANNEL_NUMBER = 8;  // link comms channel number  
string OFF_MESSAGE = "STATUS_OFF"; // status off message 
string ON_MESSAGE = "STATUS_ON";   // status on message 
 
 
default
{
 
    state_entry()
    {
 
    }    
 
 
    link_message(integer SENDER, integer CHANNEL, string MESSAGE, key ID)
    {
        if ( CHANNEL== CHANNEL_NUMBER ) // check the channel number 
        {
            if ( MESSAGE == OFF_MESSAGE ) // check for message 
            {     
                llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR, 0.0, LIGHT_DISTANCE, 0.75]); //<R,G,B>,INTENSITY,RADIUS,FALLOFF
                llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, 0.0 ] ); // sets no glow of the prim
                llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, OFF_COLOR_PRIM,OFF_ALPHA]); //sets the off color of the prim
            } // end of check for message
 
            if ( MESSAGE == ON_MESSAGE ) // check for message 
            {     
                llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR, LIGHT_INTENSITY, LIGHT_DISTANCE, 0.75]); //<R,G,B>,INTENSITY,RADIUS,FALLOFF
                llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, LIGHT_GLOW ] ); // sets the on glow of the prim
                llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, ON_COLOR_PRIM,ON_ALPHA]); //sets the on color of the prim
            } // end of check for message
        } // end of check the channel number
    }   // end of link_message 
}// end of default state 
// end of script

Lani Vehicle Lighting Touch Switch v3

Refrence Design. This is the vehicle lighting touch switch. It goes in the contents of a child prim object that can be touched to turn on/off the vehicle lighting. Normally this is a prim button on the dashboard or control console of the vehicle. This can also be edited to perform other linked message tasks. See script linked message channel notes.

// Lani_Vehicle_Lighting_Touch_Switch_v3.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// GLOBAL VARIABLES
integer CHAT_CHANNEL = 0; // command chat channel
string CHAT_ON_COMMAND = "lights on"; // command for on
string CHAT_OFF_COMMAND = "lights off"; // command for OFF
integer CHANNEL_NUMBER = 8;  // link comms channel number to send on
integer ON_STATUS = FALSE; // set up the status so it starts in the OFF condition
string OFF_MESSAGE = "STATUS_OFF"; // status off message to send to other prims
string ON_MESSAGE = "STATUS_ON";   // status on message to send to other prims
string ONSAY = " ON"; // text to announce the on status
string OFFSAY = " OFF"; // text to announce the off status
vector ON_COLOR = <0.5, 0.5, 1.0>; // color when on
vector OFF_COLOR = <0.2, 0.0, 0.0>; // color when off
 
// GLOBAL STANDARD LINK MESSAGE CHANNELS
// 1 = CENTER Thruster SFX
// 2 = Wing Thrusters SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
// 8 = Lights
// 9 = Weapons
// 10= Other Stuff
 
// STATUS MODES
 
STATUS_ON()
{
    llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, ON_MESSAGE, NULL_KEY); //send on message to linked prims
    llOwnerSay(ONSAY + " by "+ llDetectedName(0)+ "."  ); // announce the on status
    llSetPrimitiveParams([ PRIM_COLOR, ALL_SIDES, ON_COLOR,1.0, PRIM_GLOW, ALL_SIDES, 0.15 ]); //sets the prim glow on and the on color
}  
 
STATUS_OFF()
{
    llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, OFF_MESSAGE, NULL_KEY); //send on message to linked prims
    llOwnerSay(OFFSAY + " by "+ llDetectedName(0)+ "."  ); // announce the on status
    llSetPrimitiveParams([ PRIM_COLOR, ALL_SIDES, OFF_COLOR,1.0, PRIM_GLOW, ALL_SIDES, 0.0 ]); //sets the prim glow off and the prim off color 
}
 
 
default
{ 
    on_rez(integer start_param) 
    {
        STATUS_OFF();
    }
 
    state_entry()
    {
        llListen( CHAT_CHANNEL, "", NULL_KEY, "" ); 
    }
 
    touch_start(integer nullvar)
    {
        if ( ON_STATUS ) // if status is on 
        {   
            ON_STATUS = FALSE; // turn status off
           // llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, OFF_MESSAGE, NULL_KEY); //send off message to linked prims
           // llSay(0,OFFSAY1); // announce the off status
            STATUS_OFF();
        } // end the on status false if
        else // else turn status off
        {    
            ON_STATUS = TRUE; // turn status on
          //  llMessageLinked(LINK_ALL_OTHERS, CHANNEL_NUMBER, ON_MESSAGE, NULL_KEY); //send on message to linked prims
           // llSay(0,ONSAY1); // announce the on status
           STATUS_ON();
        } // end the on status true else
    }   // end of touch_start 
 
    listen( integer CHANNEL, string NAME, key ID, string MESSAGE )
    {
 
        if (CHANNEL == CHAT_CHANNEL )
        {
            //llSay(0," received a message on channel " + (string)CHAT_CHANNEL);
            if (MESSAGE == CHAT_ON_COMMAND)
            {
            ON_STATUS = TRUE; // turn status on
            STATUS_ON();
            } 
 
            if (MESSAGE == CHAT_OFF_COMMAND)
            {
            ON_STATUS = FALSE; // turn status off
            STATUS_OFF();
            } 
        }
 
    } // end listen state
} // end default state

Lani Vehicle Landing Gear v3

Reference Design. This is the vehicle landing gear script. It goes in the contents of a child prim object that is the landing gear that is "extended" or appears whenever the pilot is not seated. Normally this script is is a prim button on the dashboard or control console of the vehicle.

// Lani_Vehicle_Landing_Gear_v3.lsl  
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// Special Effects Link Message Receiver Slave for Link Sets.
// Used in LANI GLOBAL SYSTEMS vehicles and gear.
// See attached license. 
// Developed by LANI GLOBAL SYSTEMS LABORATORIES in Lani and ixi regions OSGrid. 
// 
// SPECIAL EFFECT: VEHICLE LANDING GEAR
// GLOBAL VARIABLES FOR SPECIAL EFFECTS (SFX)
string ONSAY1 = " ON"; // text to announce the flip status
string OFFSAY1 = " OFF"; // text to announce the flop status
string SOUND_EFFECT1 = "HOVER"; // sound triggered for sound effect 1
string SOUND_EFFECT2 = "AirHiss"; // sound triggered for sound effect 2
float ANIM_SPEED = 0.10; // animated texture speed
//
// GLOBAL VARIABLES FOR LINK MESSAGES
//
// Link Comms Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
integer CHANNEL_NUMBER = 3;  // initial link comms channel number 
integer ON_STATUS1 = FALSE; // status flag starts flop (flip=TRUE flop=FALSE)
integer ON_STATUS2 = FALSE; // status2 flag starts flop (flip=TRUE flop=FALSE)
string OFF_MESSAGE = "STATUS_OFF"; // status off message 
string ON_MESSAGE = "STATUS_ON";   // status on message 
string RIGHT_MESSAGE = "STATUS_RIGHT"; // status right message 
string LEFT_MESSAGE = "STATUS_LEFT"; // status left message 
string FORWARD_MESSAGE = "STATUS_FORWARD"; // status forward message 
string REVERSE_MESSAGE = "STATUS_REVERSE"; // status reverse message 
 
 
 
default
{
 
    on_rez(integer start_param) 
    {
        llResetScript(); // reset to initialize
    }
    state_entry()
    {
       llSetAlpha(1.0, ALL_SIDES); // perform action on the prim 100% visible  
    }    
 
 
    link_message(integer SENDER, integer CHANNEL, string MESSAGE, key ID)
    {
        if ( CHANNEL== CHANNEL_NUMBER ) // check the channel number 
        {
            if ( MESSAGE == ON_MESSAGE ) // check for message 
            {      
                llSetAlpha(1.0, ALL_SIDES); // perform action on the prim 100% visible 
                llTriggerSound(SOUND_EFFECT2,0.5); // trigger the sfx sound2
            } // end of check for message
 
            if ( MESSAGE == OFF_MESSAGE ) // check for message
            {  
                llSetAlpha(0.0, ALL_SIDES); // perform action on the prim 0% visible          
            } // end of check for message 
        } // end of check the channel number
    }   // end of link_message 
}// end of default state 
// end of script

Lani Vehicle Propeller Thruster v3

Reference Design. This is the vehicle propeller thruster script. It goes in the contents of a child prim object that is the fan propeller gear that rotates when the vehicle is moved in certain directions. Normally this script is in a prim on the vehicle that has a circular texture that is animated by this script. It could be modified to provide rotation of the propeller via llTargetOmega or another method.

// Lani_Vehicle_Propeller_Thruster_v3.lsl 
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// Special Effects Link Message Receiver Slave for Link Sets.
// Used in LANI GLOBAL SYSTEMS vehicles and gear.
// 
// SPECIAL EFFECT: VEHICLE RIGHT THRUSTER
// GLOBAL VARIABLES FOR SPECIAL EFFECTS (SFX)
string ONSAY1 = " ON"; // text to announce the flip status
string OFFSAY1 = " OFF"; // text to announce the flop status
string SOUND_EFFECT1 = "HOVER"; // sound triggered for sound effect 1
string SOUND_EFFECT2 = "AirHiss"; // sound triggered for sound effect 2
float ANIM_SPEED = 0.1; // animated texture speed (default = 0.1 ; practical range = 0.01 to 2.0)
//
// GLOBAL VARIABLES FOR LINK MESSAGES
//
// Link Comms Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
integer CHANNEL_NUMBER = 1;  // initial link comms channel number 
integer ON_STATUS1 = FALSE; // status flag starts flop (flip=TRUE flop=FALSE)
integer ON_STATUS2 = FALSE; // status2 flag starts flop (flip=TRUE flop=FALSE)
string OFF_MESSAGE = "STATUS_OFF"; // status off message 
string ON_MESSAGE = "STATUS_ON";   // status on message 
string RIGHT_MESSAGE = "STATUS_RIGHT"; // status right message 
string LEFT_MESSAGE = "STATUS_LEFT"; // status left message 
string FORWARD_MESSAGE = "STATUS_FORWARD"; // status forward message 
string REVERSE_MESSAGE = "STATUS_REVERSE"; // status reverse message 
 
 
 
default
{
 
    on_rez(integer start_param) 
    {
        llResetScript(); // reset to initialize
    }
    state_entry()
    {
 
    }    
 
 
    link_message(integer SENDER, integer CHANNEL, string MESSAGE, key ID)
    {
        if ( CHANNEL== CHANNEL_NUMBER ) // check the channel number 
        {
 
            if ( MESSAGE == FORWARD_MESSAGE ) // check for message 
            {      
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, ANIM_SPEED*TWO_PI); // perform action on the prim
            } // end of check for message
 
            if ( MESSAGE == REVERSE_MESSAGE ) // check for message 
            {      
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, -ANIM_SPEED*TWO_PI); // perform action on the prim
            } // end of check for message
 
            if ( MESSAGE == RIGHT_MESSAGE ) // check for message
            {  
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, ANIM_SPEED*TWO_PI); // perform action on the prim
              //  llTriggerSound(SOUND_EFFECT2,0.5); // trigger the sfx sound2 
 
            } // end of check for message
            if ( MESSAGE == LEFT_MESSAGE ) // check for message 
            {      
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, ANIM_SPEED*TWO_PI); // perform action on the prim
               // llTriggerSound(SOUND_EFFECT2,0.5); // trigger the sfx sound2
            } // end of check for message
 
            if ( MESSAGE == OFF_MESSAGE ) // check for message 
            {     
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 0.0*TWO_PI); // perform off message action on the prim
                llStopSound(); // stop all sounds
            } // end of check for message
 
            if ( MESSAGE == ON_MESSAGE ) // check for message 
            {     
                llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 0.0*TWO_PI); // perform on message action on the prim
                llLoopSound(SOUND_EFFECT1,1.0); // loop the sfx sound1
            } // end of check for message
        } // end of check the channel number
    }   // end of link_message 
}// end of default state 
// end of script

Lani Vehicle Brake v3

Reference Design. This is the vehicle brake script. Put this in a small child prim to be used as a button on the dashboard or control console of the vehicle. Touch it after the flight to stop the vehicle just before the pilot un-sits. This will stabilize the vehicle so it does not move after the pilot gets up.

// Lani_Vehicle_Brake_v3.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// Special Effects Link Message Receiver Slave for Link Sets.
// Used in LANI GLOBAL SYSTEMS vehicles and gear.
// Put this in a small child prim as a button on the dashboard or control console of the vehicle.
// Touch it after the flight to stop the vehicle just before the pilot un-sits. 
// This will stabilize the vehicle.
 
string SOUND1 = "hydraulic_air_door_LANI_GLOBAL"; // Action sound name
float VOLUME1 = 0.5; // Volume level of action sound (0.0~1.0) default=0.5
integer is_open = FALSE; // assume brake state
default
{
 
    state_entry()
    {
        llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.001, 1.0, 0.0>, 9.5, <0.0, 0.0, 0.1>, <0.0, 1.0, 0.0>]);
        llSetStatus(STATUS_PHANTOM,FALSE );
        llSetText("Brake\nTouch",<1,0,0>,0.2);
    }   // end of state_entry state
 
    touch_start(integer nullvar)
    {
        if ( is_open )
        {   // it's open, so close it
            is_open = FALSE; 
            llTriggerSound(SOUND1, VOLUME1);
            llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.001, 1.0, 0.0>, 9.5, <0.0, 0.0, 0.1>, <0.0, 1.0, 0.0>]);
            llSay(0,"Engaged");
            //llSetStatus(STATUS_PHANTOM,FALSE );
           // llSetStatus(STATUS_PHYSICS,TRUE );
        }
        else
        {   // it's closed so open it
            is_open = TRUE; 
            llTriggerSound(SOUND1, VOLUME1);
            llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.003, 1.0, 0.0>, 9.5, <0.0, 0.0, 0.1>, <0.0, 1.0, 0.0>]);
            llSay(0,"Engaged"); 
            //llSetStatus(STATUS_PHANTOM,FALSE );
          // llSetStatus(STATUS_PHYSICS,TRUE );
       }
    }   // end of touch_start state
 
}// END //

Lani Vehicle Spherical Touch Canopy v3

Reference Design. This is the vehicle canopy that can be touched to open and close to provide entry and exit of avatars for the vehicle. Put this in a child prim and add a transparent texture. It is interlocked via link message so that it does not operate while the pilot is seated.

// Lani_Vehicle_Spherical_Touch_Canopy_v3.lsl 
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// Special Effects Link Message Receiver Slave for Link Sets.
// Used in LANI GLOBAL SYSTEMS vehicles and gear.
// See attached license. 
// Developed by LANI GLOBAL SYSTEMS LABORATORIES in Lani and ixi regions OSGrid. 
// 
// GLOBAL VARIABLES FOR SPECIAL EFFECTS (SFX)
string OPENSAY1 = " OPEN"; // text to announce the flip status
string CLOSEDSAY1 = " CLOSED"; // text to announce the flop status
string SOUND_EFFECT1 = "hydraulic_air_door_LANI_GLOBAL"; // Action sound name
float VOLUME1 = 0.5; // Volume level of action sound (0.0~1.0) default=0.5
integer IS_OPEN = FALSE; // assume sphere hatch starts out closed (default:FALSE)
//
// GLOBAL VARIABLES FOR LINK MESSAGES
//
// Link Comms Channels
// 1 = Thrusters SFX
// 2 = Lights SFX
// 3 = Landing Gear SFX
// 4 = Canopy SFX
// 5 = Brake SFX
// 6 = Instrument Panel SFX
// 7 = Auxiliary SFX
integer CHANNEL_NUMBER = 4;  // initial link comms channel number 
integer CANOPY_ALLOW = TRUE; // allow canopy operation status flag starts flop (default=TRUE) 
string OFF_MESSAGE = "STATUS_OFF"; // status off message 
string ON_MESSAGE = "STATUS_ON";   // status on message  
 
default
{
 
    on_rez(integer start_param) 
    {
        llResetScript(); // reset to initialize
    }
    state_entry()
    {
        CANOPY_ALLOW = TRUE; // status flag starts flop (flip=TRUE  
        llSay(0," initialized & unlocked.");
    }    
 
 
    link_message(integer SENDER, integer CHANNEL, string MESSAGE, key ID)
    {
        if ( CHANNEL== CHANNEL_NUMBER ) // check the channel number 
        {
            if ( MESSAGE == ON_MESSAGE ) // check for message 
            {    
                    CANOPY_ALLOW = TRUE; // flip the canopy allow flag 
                    llSay(0," unlocked.");
            } // end of check for message
 
            if ( MESSAGE == OFF_MESSAGE ) // check for message
            {   
                    CANOPY_ALLOW = FALSE; // flop the canopy allow flag 
                  //  llSay(0," is locked due to: Pilot is seated.");
            } // end of check for message
 
        } // end of check the channel number
    }   // end of link_message 
    touch_end(integer num_detected)
    {
        if ( CANOPY_ALLOW ) // if canopy touch action is allowed
        {
 
            if (IS_OPEN)
            {   // already open so do this stuff
                llTriggerSound(SOUND_EFFECT1, VOLUME1);
                llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.001, 1.0, 0.0>, 9.5, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>]); // close the canopy prim
                llSay(0," CLOSED. by "+ llDetectedName(0) + ".");
                llSetStatus(STATUS_PHANTOM,FALSE ); // be sure prim stays non phantom
                IS_OPEN = FALSE; // flip is open flag
            } // end of if is open
 
            else // already closed so do this stuff
            {   
                llTriggerSound(SOUND_EFFECT1, VOLUME1);
                llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.3, 0.92, 0.0>, 9.5, <0.0, 0.0, 0.0>, <0.0, 1.0, 0.0>]); // open the canopy prim
                llSay(0," OPENED. by "+ llDetectedName(0)+ ".");
                llSetStatus(STATUS_PHANTOM,FALSE ); // be sure prim stays non phantom
                IS_OPEN = TRUE; // flop is open flag
               // llSleep(0.5);
                //  llSetStatus(STATUS_PHYSICS,TRUE );
            } // end of else already closed
        } // end of if canopy allowed 
 
        if ( ! CANOPY_ALLOW )
        {
            llSay(0," touched by "+ llDetectedName(0)+". Sorry, canopy locked while pilot seated.");
        } // end of touch canopy touch action not allowed
    }   // end of touch_start state
}// end of default state 
// end of script

Lani Vehicle Passenger Seat v3

Reference Design. This is the vehicle passenger seat script. Vehicles can have multiple passenger seats. Put this in all the child prim seats where the passengers are to be seated. It requires an animation in the contents of the prim.

// Lani_Vehicle_Passenger_Seat v3.lsl
// (c)2014 LANI GLOBAL SYSTEMS. All rights reserved.
// ===============================================================
// Offered under license:
// Atribution-NonCommercial CC BY-NC 
// ===============================================================
// Developed by LANI GLOBAL SYSTEMS in Lani and ixi regions OSGrid.
// HyperGrid hg.osgrid.org:80:lani
// Images http://gallery.osgrid.org/
// Website http://opensimulator.org/wiki/User:LaniGlobal
// Twitter https://twitter.com/LaniGlobal
// Inspiration for this script is from various sources.
// Script Credits: 
// Lani Global: implementation in OpenSim of physical vehicle, linked controls, and FX.
// GLOBALS
key avatar; 
vector pos = <1.35,0.0,-0.5>;  //position offset. note: must not be <0,0,0> 
rotation rot = <1,1,1,1>; //rotation offset. note: 1=90 degrees
string anim = "SitCommandChair2aZero"; //name of the anim. note: must be in Contents of the prim
 
default
{
    state_entry()
    {
        llSitTarget(pos, rot); // set the sit target position/rotation
    }
    changed(integer change) //trigger on change
    {
        avatar = llAvatarOnSitTarget(); //get the avatar's key
       if(change & CHANGED_LINK) // is avatar sitting on prim?
       {
           if(avatar == NULL_KEY) // avatar is not sitting on prim
           { 
                llStopAnimation(anim); //stop the animation
                llReleaseControls(); //release anim control
                llSleep(0.05);//sleep to allow release of control
                llStopAnimation(anim); //stop the animation again in case of lag
                llReleaseControls(); //release anim control again in case of lag
                llResetScript(); //reset the script
           }
           else if(avatar == llAvatarOnSitTarget()) //avatar is sitting on prim
           {
                llRequestPermissions(avatar,PERMISSION_TRIGGER_ANIMATION ); //get permission and run the anim
                llInstantMessage(llAvatarOnSitTarget(),"Use SubSpace Communicator for local chat");
                llOwnerSay(llKey2Name(llAvatarOnSitTarget()) + " is sitting.\n Use SubSpace Communicator to text chat with "+ llKey2Name(llAvatarOnSitTarget()) +"." ); // announce 
           }
        }
    }
        run_time_permissions(integer perms) // permissions to animate
        {
        if(perms) //assume permissions to animate
        {
            llStopAnimation("sit"); //stop normal sit anim
            llStartAnimation(anim); //start running the anim
            llSleep(0.05);//sleep to allow anim to start
            llStartAnimation(anim); //start running the anim again in case of lag
        }
        else
        {
            llUnSit(avatar); //if permissions not granted to animate then unsit the avatar
        }
    }
}

Lani Global Stops Making Products for OpenSim

Lani Global At Work.jpg


"The sands have shifted beneath my feet, revealing a cavernous pit of vipers below." --Lani Global

I've stopped making new products for OpenSim as of April 2015.

The Lani Mall and Lani region will continue. There are now about 50 creators' shops in the Lani Mall, themed SciFi-Fantasy-Avatar-Steampunk.

It has been a wonderful 5 year run of creating products and content for OpenSim. Over the past several years, the prime focus of my work in OpenSim has been to promote and advance other creators' content and regions. When designing content, one must keep in mind the mainstream of users, as well as the limitations and quirks of the simulator platform. As the core OpenSim platform has evolved, this has often meant that products needed to be updated to work with changes in the sim software.

Example: The Open Dynamics Engine (ODE) was the main physics system in core OpenSim since the beginning. Tens of thousands of person-hours were devoted to making thousands of products and a vast array of content based on ODE. ODE was an earlier design, and it had some shortcomings compared to more modern physics simulation, such as the new BulletSim Physics. Bullet Physics Laboratory, with the hard work of Robert Adams, brought improved Real-Time Physics Simulation to OpenSim recently, and it has become the default physics engine. For much of 2014 and early 2015, either ODE or Bullet could be selected by simulator owners for their regions.

Recently there has been a conscious decision among core OpenSim developers to abandon ODE entirely and rely totally upon Bullet. This kind of technical discussion of "Physics Engine" ordinarily would not be of any consequence to the average OpenSim resident or user... But, for one fact: Most products which move or have physics, that were designed over the past 7 years in OpenSim, were designed for ODE. The ODE products and content do not work well, or fail completely in Bullet. Up until core OpenSim simulator version 0.8.0, the usability of ODE was not affected. So a region owner could choose ODE or Bullet. On simulator software OpenSim version 0.8.1, OpenSim developers decided that it was OK to start introducing features to advance core feature performance to work in concert with Bullet physics. Some features that were introduced to advance Bullet were at the expense of rendering ODE products and content useless.

Oddly enough, a recent crowdfund to fix a core OpenSim feature related to physics caused some ODE products to fail :) One of the areas that I've worked to advance in OpenSim, is Physical Vehicles for ODE. The vehicle category was cited in numerous HyperGrid Business polls. As you may know, statistics are one of my interests. HyperGrid Business polls of users over the last few years showed that Physical Vehicles were at the top of the desired list of features and functions for OpenSim. So, I worked within the coder & content creator community to develop a kit for vehicles. Prior to that work, the default for maximum physical prim size in OpenSim was 10 metres. This affectively made it impossible to make larger to-scale vehicle products. That default was changed to 64 metres size, which enabled multi-passenger physical vehicles to be marketed to mainstream. Oddly enough, there was a lot of resistance to that change by the OpenSim developer community. I lobbied and cajoled many core OpenSim developers for over a year, even published scientific tests and graphs, and then submitted the changes as a "patch" to the OpenSim code myself. It was finally accepted and became the default in OpenSim, ironically because it was compatible with new Bullet capabilities, which had progressed by then. Thus, we now have multi-passenger airplanes, ships, boats, helicopters, spacecraft, cars, etc. Reference: my campaign for multi-passenger physical vehicles in OpenSim http://opensimulator.org/wiki/User:LaniGlobal#OpenSim_Change-Advocacy_Projects

Now we are moving into a brand new phase of content made for OpenSim that is designed only for Bullet Physics, since ODE has been "defacto deprecated", which is developer-speak for "abandoned". So, core OpenSim content that was made prior to 2015 that uses physics must be either thrown away or modified to be compatible. In some cases, the ODE-based content may be broken, even if the simulator owner has selected the ODE engine for their region. Some OpenSim grids still run entirely on ODE, and have made proprietary improvements to it that rival the performance of Bullet. Indeed, there may be some advantages to ODE, such as reduced server memory requirements. Even though, many believe Bullet performance is superior, and it probably is in many ways. In my case, I don't take sides on which is superior. My philosophy has always been, to design creative content for the mainstream user.

I developed Reference Design scripts and a companion free product, a sort of "Lego kit" of parts, so that anyone could build their own vehicle. Or, they could just drop that "script engine" into their favourite mesh model and have a working vehicle. Reference: my script for multi-passenger Physical Vehicle Kit for ODE http://opensimulator.org/wiki/User:LaniGlobal#Lani_Physical_Vehicle_Flight_Scripts_for_ODE

Because of the version incompatibilities for virtual physical product design, I was recently faced with the need for at least 3 different versions of each product.

(1) ODE products prior to OpenSim 0.8.1 and

(2) ODE products after OpenSim 0.8.1 and

(3) Bullet products after 0.8.0.

I worked on a script system that could detect and auto-switch the product from ODE to Bullet, but found it infeasible. In the HyperGrid Business article "Dahlia Trimble’s fix earns bounty" an OpenSim developer was crowdfunded to fix a function. Dahlia's fix of the llLookAt function was hailed as a great achievement. And yes, it was, for Bullet-based sims. But it broke ODE content. http://www.hypergridbusiness.com/2015/02/dahlia-trimbles-code-fix-earns-2000-bounty/

Going back to my personal decision to stop making products for OpenSim... Here's a little background. I made products for years in Second Life, but stopped making new products when they unilaterally changed their TOS to "capture" each creator's copyright. I also took most of my older products off the market in Second Life, leaving only those products which I originally made in OpenSim but also exported to Second Life.

Recently, with the core OpenSim developer community agreeing on changes that nullify so much existing OpenSim content, I decided that it was not prudent to continue to try to hit a moving target. One could be prolific and make lots of product creations, only to have the rug pulled out from under them by some new fix or "patch" in the OpenSimulator software. Since there is no respect for maintaining the usefulness of existing content, and no system of verification or checking to see if new versions break existing OpenSim content, it seems that even a very careful savvy product designer can't be assured of any longevity for the creations.

In essence, the content creator is left with a choice of either to keep trying to make upgrades continuously and unexpectedly, or to stop creating for the OpenSim platform. It is the end of an early Golden Era of OpenSim, and the beginning of a new phase.

There will be a new generation of creators in OpenSim. We see them now starting to appear. Currently, there is no automated scripting update method. Each script takes careful trial and error, or sometimes a re-write. Also, there is still the issue of LSL and OSSL scripting, both of which are available in OpenSim, but OSSL is not available for everyone. So, mainstream creators can not really design products using OSSL if they want the product to work for everyone.

Of course, where there's a will, there's a way. But at the recent OpenSim developer meeting I attended, it seems there's no desire to maintain "legacy content", which is developer-speak for "existing stuff you already have".

It is difficult enough to write code for OpenSim, even for a single physics engine. To keep track of all the differences, isn't feasible. So, the move to abandon ODE is completely understandable and probably a wise one. Wise for the coders and developers of OpenSim.

For thousands of users, they only know that their stuff doesn't work, they don't know why.. and they just think it is crap. When there is a proprietary interest, or moneyed interest in a business, such things would be carefully weighed.

I won't be doing any crowdfund promotion or instigation. Most core OpenSim developers see it as an experimental project, not as a content platform... and therein lies a juxtaposition of user interest. So, no matter whether something is fixed in the near term... something else is only a patch away from being broken in next month's release. The OpenSim devs who are concerned about such things as continuity are only those who run their own for-profit grids, and they carefully manage their own proprietary versions of OpenSim simulator code that runs on their grid. I'm not disparaging OpenSim developers, far from it, I have the deepest respect and awe for what has been accomplished. It's just that there are many developers and each has a different level of expertise, direction of importance, and area of interest. After all, if I want something fixed in OpenSim, I can write my own patch for it. What a wonderful system!

For example, one for-hire OpenSim dev I know, developed magnificent ODE physics engine code for vehicles that rivals Bullet. But it was locked away. And they did that in 2012. It was only used in a walled garden for-profit closed grid. That is the problem with software platform "Forks". When there's a fork in the code, it is up to the fork-maker to be on their own from then on.

OSGrid has also been somewhat of a conundrum in itself. Founded as a "Test-Grid/Residental-Grid" for core OpenSim, it became a huge residential grid. But sometimes the Test Grid aspect of it made it not such a wonderful Residential Grid. Yet, the residents were needed to test, so it exists as a vicious circle of wonderfully chaotic symbiosis that somehow works out well.

Generally speaking, Bullet physical vehicles and ODE physical vehicle scripts are not compatible. ODE required special script design. Bullet physical vehicles scripts are more like Second Life vehicle scripts, but there are still a lot of changes and tweaks by trial-and-error. There are not really any How-To-Guides for Bullet scripting that I know of. Experimenters and creators are needed to make what we call "Reference Designs". Reference Designs are like engineering plans that are usually open and suggested as a starting point by manufacturers. Designers use the Reference Design as a foundation, and then embellish it or mould it into what they need for their product. In my case, I made a Reference Design, a physical vehicle for ODE. It became widely used by many OpenSim creators. I did it because I was interested in promoting OpenSim and there were no viable Reference Designs out there at the time. Nebadon did the same for an ODE land vehicle, the "Neb's Racer" car. While I did it for flying or water vehicles.

There are a number of Bullet vehicle scripts floating around, made by various creators. Some are adapted/modified SL vehicle scripts. But, so far, a published open Reference Design script for Bulletsim physical vehicles has yet to reach the mainstream. I developed my own Bullet physical vehicle script for flying vehicles. I was working toward an ambidextrous vehicle script Reference Design that could auto-switch ODE/Bullet. I was in the process of working out the bugs of it, and have collaborated with 2 other vehicle scripters on it.

But the February changes in OpenSim's "ODE abandonment" made me re-think that. I would have needed a switch for 3 different 'modes', and who knows if something else might change again that would render it fruitless. So, as one might say, "The sands have shifted beneath my feet, revealing a cavernous pit of vipers below."

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