Changes from v5
Prim keywords (solid, burn, spin etc) are identical to v5 with the edition of the mesh keyword.
You will not need any v4/v5 Camera scripts present either in the root or passenger prim, as the camera functions are combined in the four included root prim scripts.
If you did not have luck in your build using the v5 scriptless wheels system, try it in the v6. v6 fixes problem issues with the scriptless wheel system.
Why v6? A whole new version #?
The goals of the update is to improve functionality and response of key systems, further reduce script load, simplify installation, and increase features and control. The complete overhaul of the animation system, as well as streamlining engine response and expanding control mean the v6 scripts are not 100% compatible with earlier v4/v5 root and accessories scripts and HUDs.
There are too many changes to separately list, but users should experience a significant improvement in handling/engine control for both low speed and high speed use. The v6 animation system is faster, removes "quirks", and expanded to support up to 10 animation states as well as separately assignable multiple passenger sits. Expanded user controls give even more menu customizable options. Scriptless wheels are improved, as are turning/pivoting wheel functions. Scripts have been merged, requiring less root scripts and only a single passenger prim script per passenger prim.
Engine & Controls
New CornerFX optional effect is primarily is for cars, to trigger smoke and a sound effect from the tires while making sharp turns at higher speeds. This is addition to the normal skidding effect.
Powerful new performance controls added to the > Controls menu.
New menu-adjustable steering controls:
VelMult steering velocity multiplier level. Increases turn power with speed to counteract centrifugal force steering loss at higher speeds.
Turn Bonus accrued steering power setting (previously only changeable in the script directly)
Reverse gear power setting (previously only changeable in the script directly) Crank up the reverse for stunt moves.
Drift - The Drift setting (previously only on the Drift mod) is added to both standard ACS and Screamer engine. Crank it down low for even tighter turns.
Other new menu-editable controls: Inertia, Decay, VAttrac and Resist
Arcade Reverse option. By default, reverse works as in the older versions, you must shift into reverse and apply power. But, switch Rev Style from the Controls/Reverse menu and your back arrow will put you in reverse gear and drive you backward.
Improved and streamlined Turbo steering system. Turbo (when activated) is applied on the straightaways. This makes Turbo much more useful on curve-heavy tracks where the previous Turbo steering system was less useful. If you didn't like the old Turbo, try this new one.
Much improved/easier Flight Mode control (Flight now with optional dedicated Animation).
Fixes to the scriptless wheel system mean the scriptless wheel system works properly now, on some previous wheel combinations in v5 it was confused.
Scriptless wheels can be any wheel that spins but does not pivot/turn. These would be standard rear wheels on a car, or front and rear wheels on a bike.
For front car wheels/tires/rims, there is the **v6 Pivoting Wheel ** script. (formerly Pivoting Sculpted Wheel)
For specially recorded motorcycle Turning Front End there is a new Turning Front End wheel script.
When parking, if multiple park animations are installed, the vehicle now recalls the last one selected by the driver and synchronizes any passenger animations accordingly.
For situations with multiple passengers, passengers can be individually adjusted from the main driver menu. If there is more than one passenger prim, a selection menu offers a choice of the passenger prims.
The passenger prim uses the same keyword drop-in assignment as the root prim, and will automatically synchronize animations based on keyword to the root prim assignment. The Passenger Prim script will also automatically synchronize park poses with those in the root based on alphabetical order.
Remote Adjust: A more efficient replacement system for the old v5 Mechanic HUD pose adjustment has been added. A vehicle owner can now click the Remote Adj button from the > Options, >Advanced, > Extras menu to enable remote access to the vehicle menu. This allows vehicle builders to make adjustments through the vehicle menu after it is transferred to the buyer, such as position adjustments, resizing, control adjustments. Vehicle owners can be seated on the vehicle while the remote access is used to make adjustments. Remote Adjust can be disabled again through the same menu option by the owner, or by locking (from remote or by owner) or re-rezzing the vehicle.
In v5, for use of more than one animation, there were three options for setting up the animation system. This was to allow the HUD programming method, the separate tool script install for users used to that method, and the "drop-in" keyword method. While this pleased different users for different reasons, it means a lot of code overhead. v6 removes the animation programming from the mechanic HUD and the separate set-up tool, and expands, strengthens and simplifies the "drop in" keyword method of setting up animations. This will disappoint some people who prefer the other methods of setup, but there are great benefits to the reduced amount of code required, as well as the fact that the multiple options for setting up animation were causing a lot of unnecessary confusion for new users.
New drop-in sound assignment by keyword! Customize sounds without editing any scripts.
New optional reverse engine sound. Activates when in reverse gear and moving faster than idle speed. Engine will use the running low sound if reverse sound unspecified. (Does not activate using Arcade Reverse mode)
Nitrous sound effect (if nitrous boost is enabled via NOS/Recvr)
Root Settings now correctly passes sound files called by name instead of by UUID.
The Start Sound Delay option works much more reliably.
Turning Indicators now allow an optional non-looping repeating sound to be triggered
- New mesh keyword. Mesh/high prim mode is normally only activated in builds over 32 individual prims, but by adding the new mesh keyword to any prim name, mesh mode will activate in builds less than 32 prims with no need to edit the settings script. If you are using mesh at all, just make sure one of your mesh parts has mesh in the name somewhere, and you no longer have to worry about editing the script if your build goes under 32 individual prims. (Still waiting on SL to implement mesh detection at the script level).
v6b a prim keyword option has been added for those that wish to set a prim in the linkset to legacy prim shape instead of convex hull or none. Some builders like to use this for prim tires. It is uncertain whether SL will support the mixing of the legacy prim shape in a mesh/new physics linkset in the future, but this option is included for builders that want to use this.
Camera / Less Scripts
Park Routine/ Turning Front End / Flight Routine
Now controlled by the Prim Control system. Adds higher prim support with less scripts and simpler setup. Replaces the old Park & Resizer and Animator script.
See v6 Door Prims and try out the new easy-install single prim door script system, compatible with the v5 grouped door prim system.
New version of the Driver HUD to reflect new v6 options. Also additional versions included that support the Emergency Light Bar and Single Prim Emergency Light (sold separate) AND the free Fuel System.
Previous functions absent from v6
Multiple methods of animation set up. All new animation set up will be done via the drop in method. Timing for the length of the start and wheelie animation is now set at the top of the Root Settings script.
Storage and recall of three "animation sets". This was not a popular function and took a lot of additional scripting overhead to implement.