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via PM ;)
It's very slow and has a lot of collision troubles, but Why Do You Write Like This?
wtf? 0-100 in 1 sec? lol, that's why I think that radial spring engines cheat.
10/10
Agree
It's good
try making the spring lenght to change between 0 and 9 m, but not the constant.
And get rid of damping
lol, mindfuck xD
Yes, you're right. It only gains 1 Nm more, and 5-10 rad/s, it isn't much.
anyways, I'm waiting for the vehicle ;D
It's not hard to mput a suspension and center the wheels of the Touareg as it should be, and reducing the wheels strenght to make it realistic... It's not any hard...
vaidas, I will, but first learn about the differences of polygon and box collision!
And christer: sure! I'll try to make the scene as complex as possible, now that overclock helps me a bit. Anyways, don't expect it to work in 2.1.0, just tell me then.
Wow!
anyways it's veeery unrealistic. Everything (the whole truck and the trailer) weights 45 kg. It goes epicly fast, but well, that's the reason.
Well then it's better:D
My KERS is almost done. It works really well, although it needs more tuning.
I'll try to change the timing of the engine to see if it stays stable or not...
Gent: I always use it. It gives a lot more performance!
Christer, Some day. Don't expect it by tomorrow, it's gonna be epic!
I'll test it in 2.1 with my awesome 6 fps. lol
No, it's worse. I've installed it -again- and I can't run it at more than 3 fps. My motherboard is too old, and the best graphics card it can use is the FX5500 that hasn't got any shader clock. Anyways 2.0.2b15 works fine for me with antialiasing, so I don't know why Algodoo has changed so much.
It's not the concept so much, but the car it will be in.:D
huh, the spawned balls are getting off the block when the car goes at more than 6 m/s. The balls have airFrictionMult 0 and vel:=entity.vel . does anyone know why?
e.geom.entity.vel? DA FACQ?
This deserves 10/10!
It works perfect in 2.0.2b15 btw.
man, kill me! too hard:bonk:
Mah god, this is EPIC!
And it works in the beta15!
For the speedometer and tachometer try using the bend feature in the hinges. Just go ahead and try dividing a var in the value bendTarget, until you get the effect you want. for the speedometer try making a var (in this case g1) and put in showBorder of any object that moves of the car ={Scene.my.g1 = vel (0);true}
This will make that scene.my.g1 is the horizontal velocity of the geometry, and will make showborder true also.
Then use g1 in the bendTarget part of the hinge of the gauge, and put it like this:
bendTarget = {{Scene.my.v1 / x}+y}
x is any number, just try until it works automagically, using that if the car goes very fast, the number should be bigger until it gives you a value lower than the max angle of the gauge.
And then y should be any number if the needle gets at 180º always and we want it at -135º.

And for the angVel it's the same!

I've kinda treated you like the epic noobiness, but well, use what you can from this! I hope you can understand me, if not, just ask. I can make you an example scene if you want.
I'VE SOLVED IT!
I'll get another thing done and then I'll work on the "vehicle with CVT and KERS"!
FAIL
I'll put it tomorrow, thanks for telling me
Yes, this was just a test car, so when I managed to make that engine work I've just made some little changes to it and uploaded it. Maybe later today I'll fix all that. I'm really proud of my next scene as it is now.
This engine is maybe the best spawn engine I've ever made no doubt, it has a LOT more torque than my non-spawn engine.
Thanks cata!
Good tutorial:tup:
Anyways I'd suggest you correct the mispells (make instead of made - cylinder)
Vaidas, I think you didn't see the whole description, and the comments on my last scene. I'm working on an I4 KERS+CVT F1. Learn to read!
Read all the description of this scene again!
And whaddiya think, ya think the 3CV had an I4? lol. It had 3 horsepower, man!
OK, but its not the first engine of it's kind, or better, I've made a collision engine from this long ago.

I'm not accusing you anyways. It's really good!
materialVelocity in the down wall of the pipe
lol, scene 70000
vaidas - because the car is what comes now. It's just a testcar to tune the KERS. You know, if I would just upload the car I can be a lot of time without even making something on Algobox. I thougt it was better to make separatedly all the parts and test them.
Anyways what's better: one scene each year or different tests of what the final scene will be? And an f1 doesn't need any gears because they already have a CVT. Like any electric car, shifting gears is a waste of time if you can afford something else.
Thanks! I thought that it would be better to put this car for the model instead of leaving it in my sceneyard.
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