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It's the same effect if you have got positive density but negative attraction.
Haha great idea. but it needs improvements because of the high compressibility
it's only the average acceleration
I don't want to ruin your mood but check this Locoroco version out:

Phun Locoroco
Last edited at 2009/08/09 01:46:35 by KarateBrot
try to make one without attraction
wow one of the best explosions i've seen on phunbox. looks very cool
cooool:D
oh okay so i never said anything:D
yeah looks cool. i made a wheelie yeah:D
it distorts the motion of an object very badly
It's a crash but where's the amazing?
the car is way too fast. it's moving with 1200 m/s WHAT??? there's no piece left everything bursts into every direction. that doesn't look like a crash it's more of an explosion of 1000 pieces
very nice. your transmission amazes me
nothing special if every circle weights 141kg -.-
what's funny with it? :huh:
The exit has to be tangential to the circuit because the bullet flies away tangential so that it can leave without any problems.
but it's a good idea :tup:
Last edited at 2009/08/14 22:23:17 by KarateBrot
wow very detailed.
i made a very similar rocket that works on water, too. But it hasn't got much thrust like yours. but you can increase it by adding a geometry above your water spawner with a very high negative attraction. with this you can theoretical increase your thrust infinitely high. i used this principe here
Last edited at 2009/08/15 12:00:07 by KarateBrot
the only one who rated was me:D
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HO - LY CRAP!!!! _o_ _o_ _o_ _o_ _o_ _o_
nice. :tup: i noticed you're starting to script now. now i know why you were asking for a constant attraction;)
yesterday i decided to use thrust vectoring for the javelin, too because the other thing didn't work very well. but it will be a lot of work because i will use 100% scripting.
Acceleration doesn't work... Look at this. There are bugs, too, but it works perfect if you run the simulation at 10% speed. Would be very cool if you find a way to calculate the acceleration at 100% simspeed.
(Btw: I made a new formula which is way more simple but I didn't update the scene. Still the same problem though:unsure: )
wow how does it work? :o
omg noob you just stole it from ajb103 :tdown: :tdown: :tdown:
i discovered.... you just copied my code from here :tdown:
cool. but you could make scene.my.dir1 and scene.my.dir2 variables depending on the distance between mouse and pen. so the motor will slow down and stops when the mouse and the pen are at the same position. so there's no wiggle. :tup:
lol good idea :tup:
oh good idea. i didn't thought of it because it was just a very quick experiment. i'll add limitations for the length soon.
where are sparkles? :s
it's very fun to shoot with it :lol:
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