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i calculated, and with some tuning of the transmission ratio, i made it go 162km/h or 100mp/h
didn't check 0-100km/h or 0-60mph
1. for a first try, its pretty good
2. try making each piston turned a quarter, so the power is spread, in case of 1 powerful blow each turn. it's also more stable.
3. try out overlapping pistons (more compact, less hinges needed)

like stated at 1, it's pretty good for a first try...
if you tune it right, you can make it accelerate like a real bike (like with an engine on higher rpm, combined with a hit 'n miss strong engine)
it's very stable
just use larger balls to spawn, to make it more powerful

still pretty good for a first spawn engine
wapperott, thats the point of what he sais...
he fills up what i forgotten to do...

here's a list of what you should do:
so move the killer down (until it doesn't instantly kill the newly spawned circles)
set the radius of the spawned circles to 1.5
open the scripting, set the radius to 1.5
move the killer down

how to learn scripting:
read the scripts, and try to understand what it says...
{ and } are blocks (little paragraphs)
I like that someone still uses the old-style helicopter engine
These work great, as long as you build the right.
here's a tip:
there is an edit button on the top right of your own posts.. (just next to the report button).
click it, and you can edit the comment..
and thats exactly the same video as where i saw the idea for the first time xD
euhmm, once, on phunbox1
@Dare
I have a tutorial on youtube about how to create this engines:
http://www.youtube.com/watch?v=b882pxYTAj8

it's pretty old, made in phun beta 4.22 (where the Raunit still worked), and i was less-skilled back then (made some mistakes during the recording), but it's still a good explanation on how to make them..
can you make the screen show what you type, and when you press enter, it executes the string you entered as a command??
then i might be able to test the HDD i made for it..

oh, and you forgot that you have to use e.geom and e.laser incase of e.other and e.this when using on laser collide
Last edited at 2010/08/04 12:49:39 by Bronie12345
@Kilinich
this was just a proof of concept..
in algodoo, there is a very usefull function, called: grid
you can make more precise objects..
also, there is a function called: add center hinge
you can make circles have a hinge in the center, so they can handle much higher speeds..

anyway, try making the wheels without textures (looks alot better)
works better than all the others i've seen around!!
you just created a mechanical error in algodoo..
that's in phun
this was made in algodoo...
<link, please delete this comment when you see it>
Last edited at 2010/08/09 19:25:47 by Bronie12345
kilinich, ever looked at my drifting car??
it uses the same kind of engine, but then just for the throttle

btw, i've know this for such a long time (about 2 months after i started using algodoo to upload stuff)
maybe i even got an airplane somewhere which uses k-wings and also this kind of engine.
@kilinich
you ever tried creating a drifting top-down car??
body variable??
don't you mean collideset??

and i made it so, that when you drive over them, you delete them, so you delete the lagg..

and it's perfect laggless here
gearbox also doesnt work in algodoo 1.7.5
anyway, nice work on the looks
sounds awesome
this is just propelled by collisions...

thnx for the view:)
i think we've got a new legend coming
just a box and 2 circles scaled to very small
why do people never learn that if you use textures, you can turn off the borders so it at least looks like they've put some effort in..
you didn't turn off the borders, so it looks worse than with the borders off..
and it's pretty much just a well-cut pylogon with wheels (not that complex)
it works better when the bristles are attached with hinges, and they are all facing the same way
awesome!!
but could you maybe add a battery to the scene (for ease of use)?

9/10 (you took the time to figure out how the components work)
every full rotation, it adds 4 to the counter (every quarter = 1)
in the middle piston kinda thing, a collision resets the counter now and then
the spawners only spawn when the counter is below a certain value
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