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Hello! I'm trying for the first time to build a seaplane and here I got such a script. The script is excellent, the plane flies, but I can not add the ailerons, rudder, flaps. in the script I see these words are encountered. Please help add them. Thanks for any help.

// :CATEGORY:Vehicles
// :NAME:A_flight_script_with_more_realistic
// :AUTHOR:Fritz Kakapo
// :CREATED:2010-12-28 21:16:02.003
// :EDITED:2013-09-18 15:38:46
// :ID:8
// :NUM:12
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// My more elaborate airplane and bird scripts are also available free in world, but I suggest that this is the place to start.  This scrpt is public domain "Copyleft!".  My others are distributed under GNU Free Public Licenses, so only the ideas and short sections of script should be used in proprietary flight scripts, not long sections verbatim.  Direct derivatives of the others should remain open source.
// 
// I am anxious for others to use my new methods.  I realize that most sl residents don't have strong backgrounds in physical analysis and modeling, numerical methods and real time programming, so I have tried to make this a script that others will be able to use as a starting place and adapt to their own requirements.  One can look at the other scripts when ready to add more details and  features.
// :CODE:
//====================================================================================================================================

// PIETENPOL AIR CAMPER FLIGHT SCRIPT MK1, with F. t. C.'s extensive changes

//

// Portions of this script are influenced by or based on work from Alex Linden, Cubey Terra, Eoin Widget, Kerian Bunin, Ronald Krugman

// Script by Ezekiel Bailly 2005-2008

// New, more physical, flight behavior and other changes by Fritz t. Cat (Fritz Kakapo), April--May 2010.

// Copyleft!

//--------------------------------------------------------------------------------------------------------------------------------------

//              Some of Fritz's changes:

//      Making it act like an airplane, maybe even like a Model A engined Air Camper,

//          but keeping it simple and as compatible as I can with what other sl flight scripters are doing.

//      Explaining how this new script relates to the simplified physics of airplanes.

//      Separated aileron and rudder controls.  (The variables controlling the prim angles were already separate.)

//      Some improvements in response time.

//      Pulling loose wires.  When I was a student, they used to send me up to trace signal cables and remove them if open.

//      Trying to make it easier for the next person (or robot?) who works on it.

//      Took out HUD control, for simplicity and efficiency. (Each listen puts a lot of load on the server, or used to at least.)

//      More concise, clearer and more efficient code.  Tables of if statements could be replaced by formulas, for example.

//      Formatting.  I prefer less blank lines, dashes instead.  More consistent and standard indenting.

//          Deleting long obsolete comments, better variable names.

//

//      Wikipedia says stall speed 35 mph, top 100 mph, rate of climb 500 ft/min (152 m/min).

//      It lists the Model as as 40 horsepower (30 kW), and the Camper loaded weight as 995 lb (452 kg).

//      Because of sl limitattions, I have modeled that at half speed.

//      The stall here is not realistic and is too slow, to keep it easy to fly and simple.

//          Too slow can be fixed by increasing LINEAR_FRICTION_TIMESCALE.z to decrease lift.

//          The stall is too gentle because of the approximation that the lift is proportional to the angle of incidence

//              times the square of the speed, which breaks down in a stall because of boundary layer separation.

//          It would be somewhat improved by making the linear friction increase (LINEAR_FRICTION_TIMESCALE decrease) with speed,

//              but this is a simple script, and it is easier to fly without that.

//

//  Come the revolution, there'll be no more flying level, just the same, with the wings vertical!

//  Come the revolution, airplanes will turn toward the low wing, even when up side down!

//======================================================================================================================================

//

//

//  *AC control flags that we set later (It won't do logic in the initialization of variables.)

integer gAngularControls;

// *AC  we may keep track of angular history for more responsive turns

integer gOldAngularLevel;

// Landing Gear Weight on Wheels-Collision Integer

integer onground =  TRUE;

// THROTTLE (SPEED) Sensitive Declarations

// Thrust variables:

// thrust = forward * thrust_multiplier

// Edit the maxThrottle and thrustMultiplier to determine max speed.

integer forward =  0; // this changes when pilot uses throttle controls

integer maxThrottle = 5; // Number of "clicks" in throttle control. Arbitrary, really.

float thrustMultiplier = 11.; // Amount thrust increases per click.

//

// Lift and speed

//float cruiseSpeed = 19.0; // knots, speed at which plane achieves full lift, knots!

float speed =  0.;      // speed in m/s

float requested_timer_interval = 0.5;  // timer call requested rate, it can be much slower

integer sit = FALSE;    // pilot sitting

integer ignition = FALSE;   // engine running, object physical

//

// Control Surface Motion Declarations

string last_aileron_direction;

string cur_aileron_direction;

//

string last_elevator_direction;

string cur_elevator_direction;

string last_rudder_direction;

string cur_rudder_direction;

//

// CAMERA DECLARATIONS

list drive_cam =

[

        CAMERA_ACTIVE, TRUE,

        CAMERA_BEHINDNESS_ANGLE, 0.0,

        CAMERA_BEHINDNESS_LAG, 0.6,

        CAMERA_DISTANCE, 10.0,//3.0,

        CAMERA_PITCH, 10.0,

        // CAMERA_FOCUS,

        CAMERA_FOCUS_LAG, 0.05,

        CAMERA_FOCUS_LOCKED, FALSE,

        CAMERA_FOCUS_THRESHOLD, 0.0,

        // CAMERA_POSITION,

        CAMERA_POSITION_LAG, 0.3,

        CAMERA_POSITION_LOCKED, FALSE,

        CAMERA_POSITION_THRESHOLD, 0.0,

        //

        CAMERA_FOCUS_OFFSET,<0,0,1>//<0,0,1>

];

integer camon = FALSE;

integer camPermed;

//

key pilot =  NULL_KEY;

vector angular_motor;       //

vector global_vel;             // velocity in the sim coordinate system

vector local_vel;   // velocity in the coordinate system pointed as the airplane

integer thrustPercent =  0;

float ANGULAR_MOTOR_TIMESCALE_0 =  4.;          // strength of angular motor and angular damping

float VERTICAL_ATTRACTION_TIMESCALE_0 =  17.;

//--------------------------------------------------------------------------------------------------------------------------

integer HUDon =  TRUE;  //"Heads Up Display" variables

string HUDtext =  "";

vector HUDcolor;

//==========================================================================================================================

//

init()

{

    llListen(0, "", llGetOwner(), "" );

    //

    llSetCameraEyeOffset( < -12, 0., 3.5 > ); // Position of camera, relative to parent.

    llSetCameraAtOffset( <0, 0, 1.9 > );   // Point to look at, relative to parent.

    //

    llSetSitText( "AirCamper" ); // Text that appears in pie menu when you sit

    //

    llCollisionSound( "", 0.0 ); // Remove the annoying thump sound from collisions 

    //

    //SET VEHICLE PARAMETERS -- See www.secondlife.com/badgeo for an explanation

    llSetVehicleType( VEHICLE_TYPE_AIRPLANE );

    //

    // angular deflection, fin and rudder

    llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.3 );

    llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 1.0 );

    //

    // linear deflection

    llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0. ); // fuselage lift, both pitch and yaw cause lift

    llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1000. ); // but we use LINEAR_FRICTION instead.

    //

    // angular friction

    llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, < 1.5, 3., 6. > );  // Caused by drag of extremities.

    //

    // linear friction

    llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, < 37., 9., 0.15 > );

    //  This is the all-important trick to get the physics engine to handle the wing lift.

    //  The x and y components contribute to parasite drag and to fuselage lift.

    //  I have a note card explaining how the dependence of both lift and drag on pitch angle

    //      are accurately and efficiently modeled by this parameter.

    //  (To get a realistic depenence of lift and drag on speed, this parameter should decrease with speed.)

    //

    llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );   // Start with the Model A off.

    //

    llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 24. );      // loose control to feel like air

    llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 10. );     // 20 times the timer interval.

    //  If this is too long, it gets lost between sims more often.  If it is too short, it falls in busy sims.

    //

    // angular motor

    llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );  // control surfaces

    //

    llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0/5. );   // strength of " and angular damping

    //

    llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 3. );    // can be refreshed in timer or not

    //

    // hover

    llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0. ); // useful for sea planes

    llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0. ); // or for taking off from bare ground

    llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000. );

    //

    // vertical attractor

    //  This tends to keep the airplane right side up.

    //  More technically, it gives it dynamic stability against spiral dive.

    //  In rl airplanes, this stability is provided largely by dihedral and by

    //      the vertical distance between the aerodynamic center and the center of gravity.

    //  This vertical attractor is less realistic but simpler than the dihedral approximation I use in Li'l Stinker.

    llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY,  0.1 );

    llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, VERTICAL_ATTRACTION_TIMESCALE_0 );

    //  The /10. is to fix leaning over on ground, probably caused by the lack of a good sit animation.

    //

    // banking      I don't know much what this does yet, so I am not using it.

    //      Used in a straightforward way, it is partly responsible for the

    //  un-airplanelike behavior of other sl airplanes.

    //  It was obviously not introduced with airplanes in mind (at least not in a rational mind).

    //  (I tried reversing it when up side down, but did not understand the result.)

    llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0. );

    llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1000. );

    //

    //  Falls half as fast, as though the space and speed were twice as big,

    //      to deal with the small size of sims and the slowness of handoffs between sims.

    llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0.5 );    // This and must be a constant (for any flight mode).

    //

    // default rotation of local frame

    llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0,0,0,1> );    // A noop, I think.

    //

    // remove these flags

    llRemoveVehicleFlags(   VEHICLE_FLAG_NO_DEFLECTION_UP

                          | VEHICLE_FLAG_HOVER_WATER_ONLY

                          | VEHICLE_FLAG_HOVER_TERRAIN_ONLY

                          | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT

                          | VEHICLE_FLAG_HOVER_UP_ONLY

                          | VEHICLE_FLAG_LIMIT_MOTOR_UP

                          | VEHICLE_FLAG_CAMERA_DECOUPLED);

    //-----------------------------------------------------------------------------------------------------------------

    //

    gAngularControls = CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_BACK | CONTROL_FWD;

    //

    refreshHUD();

    //

    llSay(0, "Cogito ergo sum." );  // "I think therefore I am.", Descartes.  Variant on "Hello world!"

    //

}   //  End init.

//

//-----------------------------------------------------------------------------------------------------------------------------------

//

refreshHUD()        // from the VICE test airplane

{

    if ( !sit )

    {

        HUDtext="Take a copy, or buy for l$ 0. \n Full permissions,

        Revolutionary flight script.

        Public domain, no restrictions on use.

        Open the airplane as a box to get the documentation.";

        HUDcolor =  < 0.2, 0.4, 1. >;

        jump GOTO;

    }

    //

    if ( !HUDon )

    {

        HUDtext="";

        jump GOTO;

    }

    //

        HUDtext =  "Airpeed: " + (string)llFloor( (local_vel.x + 0.5) ) + " m/s"

        + " = "+(string)llFloor(  ( local_vel.x*1.94 + 0.5 )  ) + " kts."

        + " = "+(string)llFloor(  ( local_vel.x * 100./2.54/12./5280. *60.*60. + 0.5 )  ) + " mi./hr."

        + "\n " +" = "+(string)llFloor(  local_vel.x *100. /2.54/12. /5280. *60.*60. * 2.  +  0.5  ) + " scaled mi./hr."

        + "\n Rate of climb: " + " = " +

            (string)(  llFloor(  global_vel.z *100. /2.54 /12. *60. * 2.  /10.  +  0.5  ) * 10  ) + " scaled foot/min."

        + "\n " +

        "Throttle: " + (string)thrustPercent + "%";

        //

        HUDcolor =  < 1.0, 1.0, 1.0 >;  // white when combat is disabled

    //

    @GOTO;

    //

    llSetText( "", HUDcolor, 1.0);

    //llSetText(HUDtext+"\n \n \n \n \n \n \n ", HUDcolor, 1.0);

    //

    llMessageLinked( 2, 333, (string)HUDcolor, NULL_KEY );

    llMessageLinked( 2, 137, HUDtext+"\n \n \n ", NULL_KEY );

    //

}   // End refreshHUD().

//

//-----------------------------------------------------------------------------------------------------------------------------------

//

default

{

    state_entry()

    {

        init();

    }

//

    //----------------------------------------------------------------------------------------------------------------------

    on_rez(integer num)

    {

        llOwnerSay("Welcome to the Pietenpol Air Camper, type 'help' for the manual.");

        llOwnerSay("These controls can be typed in chat:");

        llOwnerSay("Start, stop the engine: 'contact' ,  'cutoff' ");

        //llOwnerSay("Seat position: 'seatup'  'seatdown'  (You will need to Re-sit) ");

        llOwnerSay("'smoke' turns colored smoke off and on.");

        //

        llOwnerSay(" ");

        llOwnerSay( "The arrow keys or a, d work the ailerons.");

        llOwnerSay( "Shift arrow or shift a, d controls the rudder." );

        llOwnerSay( "Up, down arrow or s, w controls the elevator, as usual." );

        llOwnerSay( "Page up, down or e, c changes the throttle, as usual." );

        llOwnerSay( "For a good turn, start the turn with the ailerons, then continue it with the rudder and elevator." );

        llOwnerSay( "But the elevator and ailerons don't work at the same time as the rudder, sorry." );

        llOwnerSay( "Use full throttle for take off." );

        //

        init();

    }

    //

    // DETECT AV SITTING/UNSITTING AND TAKE CONTROLS

//-----------------------------------------------------------------------------------------------------------------------------------

    changed( integer change )

    {

        //

        if ( change & CHANGED_LINK )

        {

            pilot = llAvatarOnSitTarget();

            //

            if ( pilot )

            {

                if ( pilot != llGetOwner() )

                //if ( FALSE )

                {

                    // only the owner can use this vehicle

                    llWhisper(0,

                    "Please take a copy of this airplane and fly your own copy.

                    (If it is not set \"free to copy\" or \"for sale 0 l$\" contact the owner or the creator.)

                    You aren't the owner -- only the owner can fly this plane.");

                    llUnSit( pilot );

                    //llPushObject(pilot, <0,0,10>, ZERO_VECTOR, FALSE);

                }

                else

                {   // Pilot sits on vehicle

                   

                    llRequestPermissions(pilot, PERMISSION_TAKE_CONTROLS | PERMISSION_TRIGGER_ANIMATION | PERMISSION_CONTROL_CAMERA);

                    llSetTimerEvent( requested_timer_interval );

                    llMessageLinked( LINK_SET, 0, "seated", "" );

                    llMessageLinked( LINK_ALL_CHILDREN , 0, "CONTROLS_FLYING", NULL_KEY );

                    sit = TRUE;

                    forward =  0;

                    thrustPercent =  0;

                    //llSetStatus(STATUS_PHYSICS, TRUE);

                    //

                    llSay(0, "Seated." );

                }

            }   // End pilot.

            //

            else if ( sit ) 

            // When changed is called with flying and CHANGED_LINK, it is usually that the avatar is getting up.

            {

                // Pilot is getting up.

                //

                llSetStatus( STATUS_PHYSICS, FALSE );

                llSetTimerEvent( 0 );

                llMessageLinked( LINK_SET, 0, "unseated", "" );

                llStopSound();

                llReleaseControls();

                //

                llClearCameraParams();                            

                sit = FALSE;

                //

                llSay(0, "Unseated." );

                //

                //llPushObject( pilot, <0,0, 10. >, ZERO_VECTOR, FALSE );           <<  This goes in the pilot seat script.

                //llSetStatus(STATUS_PHANTOM, TRUE);    // It falls through the floor.

                //llSleep(4.0);

                //llSetStatus(STATUS_PHANTOM, FALSE );

                //

            }   // End sit.

            else llSay(0, "??" );   //  for debugging

        }

        refreshHUD();

        //

    }   // End changed.

    //

    //------------------------------------------------------------------------------------------------------------------------

    //CHECK PERMISSIONS AND TAKE CONTROLS

    run_time_permissions( integer perm )

    {

        if ( perm & PERMISSION_TAKE_CONTROLS )

        {           

            llTakeControls( CONTROL_UP | CONTROL_DOWN | CONTROL_FWD | CONTROL_BACK

            | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT

            // |  CONTROL_ML_LBUTTON | CONTROL_LBUTTON

            , TRUE, FALSE);

        }

    }   // End run_time_permissions.

    //

    //----------------------------------------------------------------------------------------

    //

    listen( integer channel, string name, key id, string message )

    {

        //Aircraft Start Watcher

         //if(  (message == "contact")  &&  (ignition == FALSE)  )

         if(  message == "contact"  )

        {

            ignition = TRUE;

            llOwnerSay( "Starting Engine" );

            llSetStatus( STATUS_PHYSICS, TRUE );

            llMessageLinked( LINK_SET, 0, "start", NULL_KEY );

            //thrustPercent =  (integer) llFloor(  (float)(forward+1) / (float)maxThrottle * 100.  +  0.5  );

        }

        //else if( ( message == "cutoff" ) && (ignition == TRUE) )

        else if( message == "cutoff" )

        {

            ignition = FALSE;

            llOwnerSay( "Engine Stop" );

            llSetStatus( STATUS_PHYSICS, FALSE );

            llMessageLinked( LINK_SET, 0, "stop", NULL_KEY );

        }

        //

          else if( (message=="c") && (camon==FALSE) )       // No tested.

        {

             llSetCameraParams(drive_cam);

             camon=TRUE;

             llOwnerSay("Dynamic Camera on");

            }

       

        else if( (message=="c") && (camon==TRUE) )

        {

             llClearCameraParams();

             camon=FALSE;

             llOwnerSay("Dynamic Camera off");

        }

        else if( message == "smoke" )

        // Added by FtC, because I can't feel the acceleration in the seat of my pants.

        {

            llMessageLinked( LINK_SET, 0, "smoke", NULL_KEY );

            //  (The smoke script starts and stops the smoke with the engine but remembers this command.)

        }

    }     // End listen. 

    //

    //----------------------------------------------------------------------------------------

    //            

    //FLIGHT CONTROLS

    control( key id, integer levels, integer edge )

    {

        // OBC DECLARATIONS

        integer throttle_up = CONTROL_UP;

        integer throttle_down = CONTROL_DOWN;

        //

        //               

        if ( (levels & (throttle_up+throttle_down)) && ignition )

        {           

      ////////////// THROTTLE INCREASE ////////////////

            if ( levels & throttle_up )

            {

                if ( forward < maxThrottle-1 )

                {

                    forward += 1;

                }

            }

            //

    ////////////// THROTTLE DECREASE ////////////////

            else if ( levels & throttle_down )

            {

                if ( forward > 0 )

                {

                    forward -= 1;

                }

            }

            llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <  forward * thrustMultiplier, 0, 0 > );

            //

            // Calculate percent of max throttle and send to child prims as link message

            thrustPercent =  (integer) llFloor(  (float)(forward+1) / (float)maxThrottle * 100.  +  0.5  );

            //

            llMessageLinked( LINK_SET, thrustPercent, "throttle", "" );

            //

            llOwnerSay( "Throttle at " + (string)thrustPercent + " %" );

            //

            refreshHUD();

            //

            llSleep( 0.15 ); // crappy kludge // This must be to avoid multiple clicks.

        }

        //

        // only change angular motor if the angular levels have changed

        //

        if (  (edge & gOldAngularLevel)  ||  (levels & gAngularControls)  )

        {

            //  This is not fly by wire or fly by light, so the controls work when the pilot is seated.

            //  The fact that they still have some effect at zero speed is an unrealistic convenience.

            //  By the standard simple approximation, both lift and control surface effectiveness are proportional

            //      to the square of the speed.  This is a compromise between that and flying ease.

            //

            angular_motor = <0,0,0>;

            cur_aileron_direction = "AILERON_NEUTRAL";  // Start neutral.

            cur_elevator_direction = "ELEVATOR_NEUTRAL";

            cur_rudder_direction = "RUDDER_NEUTRAL";

            //

            // ailerons

            if( levels & CONTROL_ROT_RIGHT )

            {

                cur_aileron_direction = "AILERON_RIGHT";

                angular_motor.x +=  2.5 * (0.5 + speed/10.);

            }

            //

             if( levels & CONTROL_ROT_LEFT )

            {

                cur_aileron_direction = "AILERON_LEFT";

                angular_motor.x -=  2.5 * (0.5 + speed/10.);

            }

            //

            // rudder

            if( levels & CONTROL_RIGHT )

            {

                cur_rudder_direction = "RUDDER_RIGHT";

                angular_motor.z -=  1.3 * (0.7 + speed/10.);

            }

            //

             if( levels & CONTROL_LEFT )

            {

                cur_rudder_direction = "RUDDER_LEFT";

                angular_motor.z +=  1.3 * (0.7 + speed/10.);

            }

            //

            //  elevator

            if( levels & CONTROL_BACK )

            {

                // add pitch component ==> causes vehicle lift nose (in local frame)

                cur_elevator_direction = "ELEVATOR_UP";

                angular_motor.y -=  1.2 * (0.7 + speed/10.);

            }

            if( levels & CONTROL_FWD  )

            {

                cur_elevator_direction =  "ELEVATOR_DOWN";

                angular_motor.y +=  1.2 * (0.7 + speed/10.);

            }

             llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor );

             //

            //  These are moved from timer to reduce the delay.

            //

            if ( cur_aileron_direction != last_aileron_direction )

            {

             llMessageLinked( LINK_ALL_CHILDREN , 0, cur_aileron_direction, NULL_KEY );

             last_aileron_direction = cur_aileron_direction;

            }

            if ( cur_elevator_direction != last_elevator_direction )

            {

                llMessageLinked( LINK_ALL_CHILDREN , 0, cur_elevator_direction, NULL_KEY );

                last_elevator_direction = cur_elevator_direction;

            }

            if ( cur_rudder_direction != last_rudder_direction )

            {

                llMessageLinked( LINK_ALL_CHILDREN , 0, cur_rudder_direction, NULL_KEY );

                last_rudder_direction = cur_rudder_direction;

            }

        //

        }   // End angular controls.

        // store the angular levels history for the next control callback

        gOldAngularLevel = levels & gAngularControls;

        //

    }   // End control.

    //

    //----------------------------------------------------------------------------------------------------------------------------

    // LAND COLLISION FILTER FOR turn BEHAVIOR  //  Used now only for unrealistic convenience.

    //

    collision_start(integer num_detected) {

        //llOwnerSay( "Down." );

        llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0/10. );   // More torque needed on ground.

        llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, VERTICAL_ATTRACTION_TIMESCALE_0 / 20.  );

        // The wheel keep us right side up.

        onground = TRUE;

    }

    collision_end(integer num_detected){

        //llOwnerSay( "Up." );

        //llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0 );   // Less torque needed in air.

        onground = FALSE;

    }       

    land_collision_start(vector pos) {

        //llOwnerSay( "Down." );

        llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0/10. );   // More torque needed on ground.

        llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, VERTICAL_ATTRACTION_TIMESCALE_0 / 20.  );

        // The wheel keep us right side up.

        onground = TRUE;

    }                    

    land_collision_end(vector pos) {

        //llOwnerSay( "Up." );

        //llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0 );   // Less torque needed in air.

        onground = FALSE;

    }

    //----------------------------------------------------------------------------------------

    //Aircraft Start Watcher                                        // I took this out for efficiency and simplicity.

    //link_message( integer send, integer num, string msg, key id )

    //{                

    //    if(( msg == "contact" ) && (ignition == FALSE))

    //    {

    //        ignition= TRUE;

    //        llOwnerSay("Starting Engine");

    //        llSetStatus(STATUS_PHYSICS, TRUE);

    //    }

    //    else if(( msg == "cutoff" ) && (ignition == TRUE) )

    //    {

    //        ignition = FALSE;

    //        llOwnerSay("Engine Stop");

    //        llSetStatus(STATUS_PHYSICS, FALSE);

    //    }

    //}

    //------------------------------------------------------------------------------------------------------------------------

    //

    timer()

    {

        global_vel =  llGetVel();

        speed =  llVecMag( global_vel );

        float speed_kt =  speed * 1.94384449;   // Calculate speed in knots.

        local_vel =  global_vel / llGetRot();          // to coordinate frame alligned with body

        //

        llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, < forward*thrustMultiplier, 0, 0 > );    // Keep engine running.

        llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor );  // Keeps friction constant.

        //

        if ( onground )

            ;

            //llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, VERTICAL_ATTRACTION_TIMESCALE_0 / 10.  );

        else

            llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, ANGULAR_MOTOR_TIMESCALE_0 / (1.5 + 0.5*speed/10.)  );

            // More torque needed at higher speed.

            llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, VERTICAL_ATTRACTION_TIMESCALE_0 / (1.5 + 0.5*speed/10.)  );

        //  Dihedral and wing sweep are more effective at higher speed.

        //

        refreshHUD();

        //

    }  // End timer.

}   // End default.

// 

//=======================================================================================

//



 

 

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I assume you mean that you want to add pieces to your model that will move when some part of your script addresses them (a rudder that turns left/right, aelerons and flaps that move up and down, etc.).  You can handle those movements in either of two ways.  One way would be to put a script in each one to change its local rotation, and then send link messages (with llMessageLinked) when you want to make those parts move.  The other way would be to incorporate all of those movements in your main script as user-defined functions, using llSetLinkPrimitiveParams to address a link and change its PRIM_ROT_LOCAL when you want it to turn.  There are good arguments for both approaches, and both can be challenging to write, especially the first time you try a big project like this.  The project will involve wrestling with rotations and positions, communication, control functions, keeping track of several lists, and anticipating all of the ways that your scripts can go wrong when a user pushes buttons out of sequence or whatever.  Nobody else is going to be able to tell you how to do all of these things, except in a broad generic way. They will involve working through the logic yourself and then making dozens of strategic decisions.

There's no easy, magical way to tackle the challenges, but I suggest not trying to do everything at once.  Instead of thinking of your seaplane as one huge project, think of it as a dozen small, related projects.  Add a rudder to the model, figure out how to make it rotate , trigger your rotation function at an appropriate place in the main script, and see what happens.  You will almost certainly fail, so plan ahead by building in diagnostic debug messages that will tell you what's actually happening.  Tinker patiently until you get that rudder working the way you want. Then, use that experience to add a flap.  The same general principles should apply, so it will be easier.  Keep adding components, one at a time, until the plane is finished.  Then, stand back and look at the entire script to figure out how to simplify it.  You will have learned things along the way, and you will have uncovered better ways to make the parts move.  Use that knowledge to clean up your work, combining operations that are repeated and deleting unnecessary steps.  It is only during that final cleanup stage that you will understand your project as a whole, rather than a collection of parts.

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It's certainly possible to do all this, but it's a lot of work. You can take realism a long way in SL aviation. See Shergood Aviation's helicopters. You need training just to start the engine, and hours of instruction to get a stable hover.

The Firestorm LSL editor can be helpful. It lets you do includes, so you can build up libraries, rather than having one giant program.

I generally organize my programs with libraries of global functions which live in a file with their global variable declarations. The main program has all the states and mostly calls functions defined elsewhere. Source code is maintained with Git. 

For something like a complex aircraft, you start to feel the pain of LSL not having objects or data structures. But it's not a huge problem.

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