changes for Bullet non-physical flying vehicles?

Creating scripts
Post Reply
User avatar
Serendipity Seraph
Posts: 79
Joined: Sun Dec 30, 2012 9:57 am
Has thanked: 24 times
Been thanked: 29 times

changes for Bullet non-physical flying vehicles?

Post by Serendipity Seraph »

In non-Bullet my little space plane moved as expected in all directions. In Bullet it seems to go up and down more or less correctly but not be able to rotate smoothly in horizontal directions. It moves in intended horizontal direction changes very very slowly if at all. Is there some adjustment to such scripts that are needed that someone that knows nothing about such scripts but can hack around can make?
User avatar
Keith Selmes
Posts: 175
Joined: Fri Jan 04, 2013 1:13 pm
Location: Devon, UK
Has thanked: 174 times
Been thanked: 153 times
Contact:

Re: changes for Bullet non-physical flying vehicles?

Post by Keith Selmes »

Typically, there will be a line like
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0,0,yaw>);

The variable yaw determines the amount of rotation , e.g. how sensitive the steering is, and would need to be much larger for BulletSim than for ODE, at least 10 times, possibly 100 times. That would be a good place to experiment, and may be all that's needed, especially with surface vehicles.

However it can be more complicated, especially with aircraft, e.g. llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <roll,pitch,yaw>); and may be affected by vehicle parameters.

There will usually be a section headed llSetVehicleType(VEHICLE_TYPE_AIRPLANE); although sometimes a different vehicle type might be used.
This section will contain a number of vehicle parameter settings, some of which may need changing as well.
The difficulty partly depends on the complexity and realism in the script.
These users thanked the author Keith Selmes for the post:
Serendipity Seraph
Post Reply