When an object has density or inertiaMultiplier 0, it dissapears, but it has to be exactly 0 (i mean, if it is -1 the object will still be there)
So I made a script that quitted a certain amount of inertiaMultiplier to the fuel ball, until it was lower than 0, and putted an if clause that says that if inertiaMultiplier < 0 then inertiaMultiplier = 0.
The balls had high inertiaMultiplier (1000) and the spawner quitted 1000/refractiveIndex, that's why the balls duration was adjustable.
The if clause was there because there's a bug or idk what that does that when you do an easy operation like 1000/200 it could give you 5.00000000001, then making the balls inertiaMultiplier going negative and so making them infinite duration.
I've done one like this in 1.8.5, but I didn't upload it (i wasn't in algobox anyways)
Obviously it can't handle high strenghts, but I like it rather than new scripted gearboxes.
In algogearboxes it's not viable to use C-gears because of geoms, and that you need to use vars to make them change of collideSet, and they jam often anyways. Believe me, i tried.
Anyways with high mass we can make enough strong gearboxes
Good scene! Little suggestions:
Carbon isn't coal?
edgeBlur for water and gasses
water+salt = light blue water (unspawnable)
water+fire = steam
Gas
Use faster item changing mechanisms (like my cars' gear shifters) or just use different boxes with 1 element each with onClick
OK thanks
Our scale is a bit weird, I know (my engine is 7*6m)
P.S later I'll start making a 1 rotor (just for test) collision Wankel that will be the crappiest thing I'll ever do
Old wankels didn't even get to 20 rad/s, i'm waiting for yours even if i'm not sure if you'll get to 100 rad/s ¬¬
lucnan, you have to declare the variables before trying to do anything!
I mean, type in the console scene.my.asd=123 or the initial value you want to give to the var. Then it's up to you what you want to make.
want a tutorial?
Well yes, with the new change of the "only antialiasing-compatible video cards can handle algodoo", they have excluded oldest computers (like mine huh) and it's easier the change of 100 hz to 200 because new cards need more processor. They just lowered it to 60 "because of the monitor refreshing rate" and now it's harder to make a collision or spawn engine of decent strenght. If they made Algodoo from it's first version at 60 hz then no one would care now I guess.