<HTML><HEAD></HEAD>
<BODY dir=ltr>
<DIV dir=ltr>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: 'Calibri'; COLOR: #000000">
<DIV>MB,</DIV>
<DIV> </DIV>
<DIV>Thanks for your response and interest to see what is wrong. I worked
today at removing all the fluff from the script and only having in it what is
needed to show the problem.</DIV>
<DIV> </DIV>
<DIV>I want to apologies right up front if this is a script problem and not an
actual code bug in opensim. I do not understand how the vehicle parameters
affect one another very well, and this is not a script I wrote but rather one I
am trying to modify for my purpose.</DIV>
<DIV> </DIV>
<DIV>The float problem does appear to be real.</DIV>
<DIV> </DIV>
<DIV>If I only move forward and backwards everything is fine, if I try to turn
or if I should collide with anything then I sink never again to be able to
float.</DIV>
<DIV> </DIV>
<DIV>I will document my experience in the mantis report.</DIV>
<DIV> </DIV>
<DIV>Tom</DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV
style='FONT-SIZE: small; TEXT-DECORATION: none; FONT-FAMILY: "Calibri"; FONT-WEIGHT: normal; COLOR: #000000; FONT-STYLE: normal; DISPLAY: inline'>
<DIV style="FONT: 10pt tahoma">
<DIV> </DIV>
<DIV style="BACKGROUND: #f5f5f5">
<DIV style="font-color: black"><B>From:</B> <A title=misterblue@misterblue.com
href="mailto:misterblue@misterblue.com">Mister Blue</A> </DIV>
<DIV><B>Sent:</B> Monday, June 08, 2015 9:40 PM</DIV>
<DIV><B>To:</B> <A title=opensim-users@opensimulator.org
href="mailto:opensim-users@opensimulator.org">opensim-users maillist</A> </DIV>
<DIV><B>Subject:</B> Re: [Opensim-users] Boat script for bullet
engine</DIV></DIV></DIV>
<DIV> </DIV></DIV>
<DIV
style='FONT-SIZE: small; TEXT-DECORATION: none; FONT-FAMILY: "Calibri"; FONT-WEIGHT: normal; COLOR: #000000; FONT-STYLE: normal; DISPLAY: inline'>
<DIV dir=ltr>As BulletSim's maintainer, I would like to fix the problems you've
been finding.
<DIV> </DIV>
<DIV>I thought I'd fixed the sinking problem in the latest master. There used to
be a problem with setting buoyancy (BulletSim is like SL when dealing with
buoyancy and vehicles and not like ODE).</DIV>
<DIV> </DIV>
<DIV>If you can file a Mantis with a short script that fails, I will take a look
at it. I want vehicles to work with BulletSim.</DIV>
<DIV> </DIV>
<DIV>== MB</DIV></DIV>
<DIV class=gmail_extra>
<DIV> </DIV>
<DIV class=gmail_quote>On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <SPAN
dir=ltr><<A href="mailto:tringate@gmail.com"
target=_blank>tringate@gmail.com</A>></SPAN> wrote:<BR>
<BLOCKQUOTE class=gmail_quote
style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">
<DIV dir=ltr>
<DIV dir=ltr>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: 'Calibri'; COLOR: #000000">
<DIV>I have been trying to modify the vehicle script for the bulletsim-jetbike
v1.0.lsl written by Shin Ingen. I want to use the script in a Jet
Ski.</DIV>
<DIV> </DIV>
<DIV>The issues I need to solve are:</DIV>
<DIV>- do not sink when driver sits</DIV>
<DIV>- detect region borders and veer away</DIV>
<DIV>- detect shoreline and veer away</DIV>
<DIV> </DIV>
<DIV>The most critical of these is the first. Searching using Google
shows that the most common problem for a boat is that it sinks when the
driver</DIV>
<DIV>gets on the boat. I am able to keep the boat afloat using the above
script if I never turn it. Once I maneuver at all it slowly sinks to the
bottom.</DIV>
<DIV> </DIV>
<DIV>Unfortunately, after reading for many hours about vehicles in the wiki, I
find nothing I change or try does anything but make it worse.</DIV>
<DIV> </DIV>
<DIV>There are no published working bullet scripts for a boat that I could
find as an example to achieve a boat that would maneuver and stay
floating.</DIV>
<DIV> </DIV>
<DIV>Is there such a script? If so can someone point me to it
please.</DIV>
<DIV> </DIV>
<DIV>The above script is really a lot of fun speeding around a region diving
into water, scaling mountains and flying back to ground level. </DIV>
<DIV>As long as you avoid the regions borders it is great.</DIV>
<DIV>I have added code to detect the borders, veer away and slow down while
doing it. </DIV>
<DIV>Unfortunately there is no way I have found to do this the same way as
running into a non phantom prim.</DIV>
<DIV>I have to set the border limit to 15 meters to give the script time to
react, slow the vehicle and start the turn operation.</DIV>
<DIV>It is still possible to overshoot the border and that is sudden death for
this script and vehicle.</DIV>
<DIV> </DIV>
<DIV>Tom</DIV></DIV></DIV></DIV><BR>_______________________________________________<BR>Opensim-users
mailing list<BR><A
href="mailto:Opensim-users@opensimulator.org">Opensim-users@opensimulator.org</A><BR><A
href="http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users"
target=_blank>http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users</A><BR><BR></BLOCKQUOTE></DIV>
<DIV> </DIV></DIV>
<P>
<HR>
_______________________________________________<BR>Opensim-users mailing
list<BR>Opensim-users@opensimulator.org<BR>http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users<BR></DIV></DIV></DIV></BODY></HTML>