I know how much work you've put into this and it would be a 10/10 just for that.
The car is insanly realistic and the scene is so well made.
Theres just a handful of phunners that would be willing to use this much time on a scene and theres only a couple that would be able to pull it of.
EDIT: The lag has been fixed by changing which mode phun is run under(in windows7).
Kilinich I still hate them, but its not because of you, its because of the endless stream of simple monstertrucks and other cars that get good rating just because of a texture they didn't even make.
And a little bit because I'm old school
Kilinich:
Some people doesn't want to handle this many buttons, So I made a version where most of it is automated, you mostly just have to drive.
I'll upload it.
There is so many half done projects that I could work on them for the next 10 years and still not get done
Yeah I noticed the rpm screwup, I can just force it to go to the desired rpm after a gearshift(but its a "bug" thats only noticable when someone does something stupid like jump 10 meters)
Kilinich: these last scenes are from my not done bin(or test), this was made quite some time ago. And I now have better ways to solve many of the "problems".
But this will still need 2 beacons
RayA75: if you spend some time on the scene and make it really nice I don't mind.
Kilinich: its the best I've come up with. there is alot of aspects that can be changed with small changes in the script.
The script also contain alot of thyme useful in other areas than wings(for instance it has a very accurate speed calculation).
So if you could spesify what doesn't work as it should I can probably fix it.
Kilinich: I can in theory solve the arms possition compared to the robots by math, but it won't be accurate, same goes for the first part of the arm which is only controlled, by the angle of the robot.
Thats really not the problem, you'll find that it can do that no matter which direction you move it, as long as you do it fast. The reason it does this is because the hinge that holds the delete circle is stretching and therefore it can't delete the newly spawned circles. Because of this the raboost will begin to have so much mass that it has problems moving.
so the circle movment you see is there for the same reason a planet will circle the sun, the force pulling it inwards is canceled out by the planets forward momentum.
so unless your solution is a way to delete spawned objects that is fixated to another object or you have a way to stop hinges from stretching there is no way atm to fix it.
Mammoth: Looks like a nice plane, but I'm traveling and only has the work computer with me, so no phun or algodoo installed. I'll try to remember to look at it when I get back.
Kilinich: I really don't see why you keep bringing this up, it can't handle negative speed very well because of a trade off for stability at higher speeds. A plane isn't suppose to fly backwards anyways.
danielmokin and RA2lover: Sadly a phun version isn't possible as a collision beacon isn't handled as accuratly as a laser.
Pos:
This is very very nice. Its your best scene(which also means its probably the best scene on algobox).
Cons:
nothing.
Ok if I have to be very picky I could mention that the portals spawn new balls a bit inaccurate(I guess its not your fault, but algodoos Hz).
I haven't had time to see trough your portal scripts yet, but I figure it "simply" reads 2 poses and then spawns a new ball at the other portals pos with the calculated speed(this is supported by the inaccuracy).
Job very well done and I really hope people understand how much work you've put into this.
Kil:
I might have sounded a bit harsh, that wasn't my intention.
I've only seen texture switches before and they do pretty much the same as yours only not that elegant.
I think I gave you a 10 the last time I posted here so don't feel bad
Kilinich:
Is there any negative effects with gluing it?
Why doesn't it work if the scene gets changed?
Another thing I can do with this is make top view wheels that can handle any speed.
I prefere not to add in the gravity on the fall calculation(its not simpler btw), the reason is that the way it works now the spawned circles doesn't constantly pull whatever object its attached to downwards.
This gives a small negative effect in that it won't fall exactly as fast as other objects, but the advantage is that I can spawn heavier circles.