That guy did a nice job, Bri.
Here's what boats need.
1) Border Xings
2) llTargetOmega that does NOT transition an object to non physical as part of its function. With a proper llTargetOmega I can do smooth, non jerky heading changes, quasi sinusoidal wave motion, and heel.
3) Re the Octuplet prim issue. Unintended by me on day 1, the code is unfortunately closely tailored to that prim. It is VERY mass dependent. I have tried a smaller prim and the boat flings itself into the sky because prim size, prim material and prim type (pyramid vs half sphere) all change its mass. We are also benefiting from an error in the OSG code. Avatars sitting on that prim do not change its mass. If they did, different size avatars would be a problem. You have to understand how complex the forces are that are in balance in multiple axes on that prim. Change its mass and many hard coded numbers become invalid. To change to a smaller prim will require substantial work finding the new correct values.
Or, if I had a brain, I would figure out how to make them a function of the mass (I do already in many places . . . hmmm). [Blah Blah, just fixed this and updated all vendors I could find. New smaller boatprim now in the package]
4) I fixed Nebadon's code and left an object with it in it at his monopoly place. I can't reach him to tell him.
