what vaidas369 said is correct. It's smooth, but unreliable. I'd also suggest making a less cheaty firing mechanism to promote some degree of consistency (shots vary in speed by a massive number!)
this is actually really amazing for its simplicity! I'm impressed! Although, I'm pretty certain you don't have banning authority, though you could certainly REPORT copies of this scene to Xray, an admin who has those privileges.
EDIT: You little thief. You are going all nuts about "banning" people who copy, yet this is an exact copy and paste of martin paul's scene. I would certainly downvote now if I could, and I'm pissed you would be such a hypocrite.
so you not only have the audacity to copy and paste the hard work of others, but you're also mentally incapable of at least trying to change the name of the scene. This is stupidity and fraud it its finest.
Wow, now you're really making an ass of yourself. Copying the work of others, failing to change the name of the scene, and you're screwing up the scenes themselves. I'd suggest leaving now before you have an entire community of people pissed.
I'll comment on the trigger mechanism itself, since that's my forte. People seem to neglect one or both of 2 things: a disconnector, and an automatic sear. You've got the disconnector, but not automatic sear, and that's really causing some reliability issues. As for the disconnector you do have, it's too small to be effective. Upon the trigger's break (point where the hammer actually drops), if the trigger were held there, the disconnector should be in position to catch it as the action cycles. In your design, it's just a bit shy of doing so, and if you kind of milk the trigger a bit, it goes full-auto-ish. Same thing with the reset: The disconnector should not release the hammer onto the sear until the trigger is pretty much completely released. this ensures the sear in is position to catch it for reset. In your configuration, if you take it too slow on release, it'll fire again. Try making that disconnector a bit larger, and add an auto sear to add reliability and consistency. The hammer should only be able to drop if the bolt is completely locked in battery.
no he did not. This is my gun, and he's neglecting to give credit.
Dude, at least say it's a mod instead of pretty much taking all the credit for it. You didn't put any functional work into this, and just changed a few minor details. Seriously, Just plaster my name somewhere so people can find the original scene please. Please.
Halo, please, stop asking me to make things. Every scene I post is filled with requests from you, but never any feedback. I've made several nukes in the past, made countless guns already, and I'm far beyond too busy at the moment to even consider requests. Can I make it? probably. Would I? Probably not. It'd be redundant to make it. Besides, I assume you refer to a scripted nuke, which many of my designs took several DAYS collectively to code and test. With me juggling work, paperwork for the recruiters, and getting into shape, I hardly have time to touch algodoo at all. Sorry
oh my god, this is perfect. Though, your auto sear is a bit over-complicated. The simplest way I can describe it is to do what you did, but dependent on the bolt being all the way forward. the back of the bolt (or whatever part of it you choose to attach the trip to) should have, as just stated, a trip that moves the auto sear out of engagement with the hammer when it's completely closed. Look at some of my designs and tutorials especially to get a better understanding. But that aside, it works. It bloody works, and you nailed the reset in single. Nice job!
I'd say this is "mehkay." it's not remarkable, doesn't illustrate the mechanism all that correctly, and it's finicky to use. And it really doesn't do much. A trigger moving out of the way of a hammer that strikes a firing pin is simple. People might want to know how the disconnector works, how their rifle stays "cocked" after each shot if the trigger is held, even though pulling the trigger just before caused it to fire. besides, there's plenty around here to demonstrate everything from the simplest disconnectors to the fanciest burst cams. I'd be much more interested in seeing an innovative concept instead of different repetitions of the same mechanism. I'll give it an 8, because it at least functions.
just build a much, much larger ring station, and these effects would be minimal to the passenger. The offset of center of mass due to the passengers moving around would be inconsequential to the craft's orbit, because the true center of mass remains constant in relation to the orbital configuration, but the craft and the people change AROUND it. The station might wobble a bit as all of the crew meets at the chow hall for lunch, but the true center of mass remain unchanged within the orbit itself. As soon as everyone were back within their living spaces or what not, the rotary vibration would cease or be mitigated. The only thing that really would affect the orbit of a craft would be to create working thrust, meaning propellant being cast out into space. Any force created by a passenger stepping/jumping/etc would be quickly reversed because the passenger is retained within the craft. Were he or she to jump OUT of the craft (into an icy doom, of course), the story would be different. Newton's 3rd law is a pain/blessing that way, depending on who you talk to.
as for moving around the craft, travelling inversely to the craft's rotation would lower the coefficient of the craft's artificial gravity acting on you (in this case, centripetal force of the craft resisting your inertia outwards away from it), making you feel lighter. The opposite effect is felt going the opposite direction, or WITH the rotation of the craft. That being said, the larger the diameter of the craft's gravity ring, the less this phenomenon would be perceived. if the diameter of the craft were 200 meters, this effect would be almost entirely mitigated because a human really wouldn't be able to run fast enough to create any noticeable difference in the centripetal force acting on them.
As for jumping, you would follow the path of an arc along the floor of the craft (the result of angular velocity changes), but again, the increased size of the craft would mitigate the effect.
For boarding the craft, a simple "elevator" could ferry you from the central docking port, where no "gravity" is generated, to the living area. The only real discomfort is an increase or decrease in the felt gravity as you ride along the spoke, depending on whether you were boarding or leaving the vessel.
getting the craft INTO space is not really a problem: build it in modules, and assemble in-orbit. The ISS was built this way. From there, a gyroscope in the center could generate the torque over time to produce spin, and could be operated on solar energy, meaning no physical fuel used. Just accelerate the rotation of the craft so that the living area of the rings feels about 9.8 m/s of centripetal force, and you're at a comfortable Earth-like gravity.
It can be done, but it certainly won't be EASY. But as we find new and more efficient and cost-effective ways to get to orbit, I can certainly see this becoming a thing that gets built.
the cases are ridiculously small! I actually laughed a bit at it when I initially saw that XD but other than that, this thing's pretty solid. Well done!
you can't mod any of my scenes without destroying something, can you? this thing runs away automatic, with the enter key and the drag tool. seems to happen less with the enter key, but still occurs every other shot or so. :c
Dude . . . seriously, credit my script when you use it. Please. just slap my name somewhere on the scene or in the description. This is the script from my Jericho missile bomblets
Dude, I'm not going to ask you again. This uses a mildly tweaked version of my napalm bomb script. Credit, please. I spent hours (and even days on some scripts) to get them to what they are. You're copy/pasting them, and playing a bit with some modifiers here and there. Not cool. Come up with your own stuff, or at least indicate my stuff was used -_-
INH, it is indeed a saddening experience to come on here and see so many people neglect the truly limitless potential of the program, and make scenes that hardly scratch the surface of creativity. Fortunately, from my experiences, things like this often are worth waiting out. It will take time, and a lot of patience and perseverance, but some day these guys will get bored and move on to something else. Stick around, or at least linger like I often do (Though, that's primarily due to a busy schedule, and not so much the junk scenes).
It will get better. I've known Xray for a while, or at least I've talked to him long enough to know he's trustworthy. When he says Emanuel from Algoryx is working on some improvements to the web site, I believe him. Who knows? Perhaps one patch will resolve the massive catastrophe that is the flood of trash scenes. We wont know what he has planned until it's done, but I wouldn't doubt it would be anything short of spectacular. After all, he did play a huge part in developing this program that has caused somewhat of a paradigm shift in how we view physics sims.
Give it time, and never lose hope in this place. The box was born in greatness, and it is only fitting that the box doesn't die silently either.
the mechanism's a tiny bit cheaty. It is open bolt, but the part that actually is responsible for firing is a block you have in the barrel It is easier and more reliable, but, me being me, I strive for realism. Otherwise, well made. nice job!