RichardVIII Posted July 12, 2014 Share Posted July 12, 2014 Which one of of these Params can mess around with that would make it fly faster? I've been trying but I got it all out of wack. lol This is the orginal.llSetVehicleType(VEHICLE_TYPE_AIRPLANE); // linear friction llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <100.0, 100.0, 100.0>); // uniform angular friction llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 1.0); // linear motor llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, .5); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 1.0); // angular motor llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, .2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 2.0); // hover llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 350.0); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 1.0); // linear deflection llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0); // angular deflection llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.25); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 100.0); // vertical attractor llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.75); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.5); // banking llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 360.0); Link to comment Share on other sites More sharing options...
Dora Gustafson Posted July 12, 2014 Share Posted July 12, 2014 The parameter that sets your motor is this one: VEHICLE_LINEAR_MOTOR_DIRECTION In caveats it says the magnitude is capped at 30 m/s :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
RichardVIII Posted July 12, 2014 Author Share Posted July 12, 2014 llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 60.0>); Like that? Link to comment Share on other sites More sharing options...
RichardVIII Posted July 12, 2014 Author Share Posted July 12, 2014 so I can't go any faster then 30 m/s?!!!! =(((((((( Link to comment Share on other sites More sharing options...
Rolig Loon Posted July 12, 2014 Share Posted July 12, 2014 That's about it. There are limits to how well the physics engine can keep track of you. 1 Link to comment Share on other sites More sharing options...
Madelaine McMasters Posted July 12, 2014 Share Posted July 12, 2014 I once owned a rocket pack that zoomed me around at what felt faster than 30m/s (67mph). In the following thread, dd Temin claims to be scooting around on his racetrack at greater than 55m/s (123mph)... http://community.secondlife.com/t5/Second-Life-Server/Avatar-not-capable-of-usual-speeds-since-the-Rolling-Restarts-on/m-p/2492445#M13791 This may be out of date, but the SL wiki says avatars may zoom no faster than 250m/s (560mph!)... http://wiki.secondlife.com/wiki/Limits Link to comment Share on other sites More sharing options...
RichardVIII Posted July 12, 2014 Author Share Posted July 12, 2014 How come jets can fly faster then 30m/s and even boats? They're physical also. The hoverboard I have I can set the forward speed has fast I want. float FWD_THRUST = 200.0; // Forward thrust motor force but that's llSetVehicleType(VEHICLE_TYPE_SLED); Link to comment Share on other sites More sharing options...
Nova Convair Posted July 12, 2014 Share Posted July 12, 2014 Nah, not a vehicle. Use "llApplyImpulse" in an attachment in the "control" event. (and set the direction according to the key you are holding) Wiki says it's capped at 202 m/s. And the cap of the force is 20000 N. I can easily fly up/down with 100m/s and be far far away from the 20K N so the max. speed should be possible with an avatar. Link to comment Share on other sites More sharing options...
arton Rotaru Posted July 13, 2014 Share Posted July 13, 2014 You can go much faster these days. That 30 m/s limit is super old. llGetVel() returns 202 m/s for me, riding a ground vehicle horizontally with VEHICLE_LINEAR_MOTOR_DIRECTION. Link to comment Share on other sites More sharing options...
Yingzi Xue Posted July 17, 2014 Share Posted July 17, 2014 The cap is 200. I have a hovercraft script that will speed across a region in a little over a second when I set it to 200m/s. If you look at the wiki, it's the decay that's capped at 30m/s. EDIT: Correction. I think it's capped at 250m/s, which is as fast as an avatar can travel per the limits. I just tested 250 and it seems to work as expected, although I can't measure the speed due to sim crossings and lack of a long enough straightaway, but it's fast. lol I did test this going up but there is resistance (gravity?) which keeps you from hitting the full 250. Link to comment Share on other sites More sharing options...
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