| If you were not aware, new mesh controls allow a special physics mode that lets you use a higher prim count than 32 for vehicles up to a certain point. Previously this was achieved simply by manually setting parameters on the prims in certain newer viewers, or by dropping in the old KCP Over32 script which sets up the vehicle automatically and is not viewer dependent.
Prim counts are still limited based on physics parameters of the prims, you will need some set to a special solid mode (convex hull) as to not sink into the ground, but the more prims set to solid the less free physics cost you have for additional prims.
The old Over32 script is included in the v5.1 box for use in your older scripted vehicles. You no longer need to add the Over32 script if using v5.1. You must have components that touch the ground set to solid via keyword (solid, tire, or wheel) or the vehicle will sink into the ground. After renaming prims with keywords, be sure to reboot the vehicle so it can scan and detect the prims. Disable/OverrideIf you have LESS than 32 individual prims total, regardless of the land impact value, but are using mesh, you will need to force on high prim mode. At the top of the Root Settings script you can set a value to disable or force on the high prim/new physics mode:
The default setting is 0. High prim physics mode kicks in automatically for over 32 prims |
How many prims can I use?In theory you can use up to 255 individual prims as some have set up, but in reality you will probably want to use less. The new SL method of calculating prim cost equivalent for a physical vehicle depends greatly on the complexity of any mesh parts, and how many prims are set to solid/convex hull mode, and not literally by number of prims. For traditional sculpty-based bikes with some solid parts (tires, frame) you may be able to comfortably fit 60-80 prims. As you link in each new prim, the scripts will announce how much allotment is left. If you go over the count, the script will generate errors when you try to operate the vehicle. You can also choose to disable the automatic physics settings in the scripts and set them manually with your newer viewer. Vehicles 32 prims or less are automatically in "traditional" prim mode, all parts solid. Keep in mind that the more parts your vehicle has, the longer it will take to load for anyone else present. Your 255 prim monster truck may look great, but in reality, when you rez it it will be forcing everybody nearby to load every part and texture. Imagine how your favorite vehicle sim would suffer greatly if everyone there was driving 100+ prim vehicles. Those who purchase your vehicles are going to be far less likely to leave them parked on display the more prims they have. You should indeed take advantage of the ability to add more prims than 32, but be reasonable. It's far more realistic now to be able to add extra details like individual turning indicators that previously would have been left out of a build, but going overboard with prims can actually negatively impact the usability of the vehicle even if it technically can support the prim count/cost. |
Over 32 Prim Mode