Much better. Now you can make the chain even better if you select all the chain hinges (triple-clicking in one works), then you go to the script menu, put legacyMode = 0 and tick Brake, with torque +inf. This will make the chain more rubbery, and it will be a bit braked (not infinitely braked, but the maximum Algodoo can). Try it.
Anyways i love it! 10/10
I've made a 32 legs Theo walker long ago in algo 1.8.5, therefore my nickname. It had like 200 geoms xD
This would work much better with cgears. pretty cool already
9/10
That's good, but there's one or two things I'd like you to change. If you leave the engine on, the spawners get unsynced. Use bend in the stretched hinges if you can. Also you should change pos:= e.pos to pos:= pos because if you use e.pos, when Algodoo spawns the ball it calculates where the objects collided, and the balls will brake the engine because they spawn a little to the left of the engine and with veocity 0. Also use vel:= entity.vel.
I know you're not usually onto this type of things, i'm just trying to help!
Good one! One rotor got unsynced when I first accelerated, but I reloaded the scene and it worked OK. I've done a Wankel a week ago with 8 and 12 tooth gears, and the secret is to shrink the center, 8 c-gear a bit.
Also in position 1600,120 there's a square that can break the suspension
No, just your logo
All the other parts are from me. Also that flash hider is the most common one, anyways if you want I can change it. I'll make another design maybe
This one is very good. I always think that using higher frequencies for engines is cheating, because you get MUCH more strenght. This one works perfectly at 100 Hz!
P.S Calling "NG Vortex" to your engine is like a copy from lethalsquirl, if you didn't notice xD
The wheels are not well balanced and the first gears act like on pulses, because they aren't balanced too. Also try stretched axle transmission, forget old boxes!
Wow, I've seen the sound thing a while ago in a Portal scene video (in phun) but it worked pretty bad. I won't try the sounds just because the scene alone works at 10% sim time in my computer, but seems cool!
10/10 just for the sound thing, this is the first uploaded scene with sounds I've seen
Just an idea, could someone with some programming knowledge read the file sounds from the .phz instead of going to Algodoo/sounds?
Amazing work The engine is a little bit unstable but it works OK. I've made 7.48 secs starting with 3rd gear xD that's a bit weird
P.S when will you be in skype?
They didnt land in the exact same order for me. At the second time i tested it only the first ten were the same. At 100 Hz they made a totally different order
Sorry for the late comment, but I've just noticed that if you delete any object on the scene (you can spawn an object and delete it) the zDepth is recalculated and the object goes in front of the blue box. Try it