The skin isn't so pretty. the first version of this gun had chromed parts (pic) and it looked better IMO, but that model was the MP-44 so i just changed color. The gun had a tilting bolt but it semed impossible for me to make cause of the inaccuracy (Phil, mind making me one? ), so it'll stay like this. Maybe if I can make the tilting bolt i'll redesign the mechanism.
Good one, although it has transparent parts and hasn't got a good fire rate. I know it's hard to make open-bolt weapons, but well.
10/10 anyways, I like the effects
Spawn circles instead of boxes. It'll give you more power. Also quit restitution to ALL the objects including the spawned balls, it will make the engine more stable.
Make the friction of all the objects zero too, and make the pistons and spawned balls MUCH heavier (balls with density 200 or more, and pistons of density 50) and rods too, that increases torque and speed brutally!
Also making frequency higher than 100 Hz is cheating for me, you're making the engine faster by modifying a variable. Try to run this at 100 Hz, staggering the pistons or doing anything else
I knowed that lethalsquirrel would win, it's amazing! I think that the STEYVOR AUG 21 (Lololoer's white gun) should be upper in the rank
P.S: I wasn't based on the SCAR-H, but yes on H&K guns
The shake happened to me when an object goes really fast. Maybe it's what s_noonan said, but i'm not sure
10/10 That engine is pretty good, although you can make it even better if you change the spring's lenght instead of constant, from 0 to 10 for example. That will make it unrealistic because you'll have a 1 stroke engine, but who cares
Also check out the console, there's a "rand.normal" that gives errors. If you can, clean up that script!
Looks good, but you can make it way simpler by changing a circle's radius. Then the whole gearbox will have less weight and you can use the gear variable divided by something as I do.
My gearboxes are scripted like this:
Scene.my.G should go from -1 to 6.
And for the neutral, just add a script in the output hinge like this:
autoBrake = {Scene.my.G == 0? false:true}
That's way simpler than having 16 variables that take lots of memory and lags if you have a slow memory (I have 333 MHz).
Also that would make everything easier, because you've got 6 hinges constantly asking for what should be it's torque.
This gearbox seems good, and I don't have any lag in this scene, but your Subaru is unplayable for me
Steve, make this experiment:
Take some objects, fix them together, and make them fly at a very high speed (like 1000 m/s or even more), then brake them with a spring for example, and zoom in on one of the fixjoints. That's what lethalsquirrel is trying to say I think.
The objects will move of place, and the fixjoint's borders will be irregular (same would happen with a hinge)
for a pentium 4? It's not worth it. My computer is from 2002, it had an amd xp+ at 1.66 GHz, 128 mb of RAM, a 64mb nvidia and an agp8x motherboard. Now i've put it the best videocard that the motherboard can support (256 mb), overclocked the video card, and it has 2gb ram now and an overclocked AMD from 2.1 to 2.32GHz (the maximum frequency of the motherboard) equivalent to 3GHz pentium4. In other words, crap
My new comp has an X6 @3.5GHz on turbo (it's unlocked, so I'll buy a water cooler and oc it), an integrated radeon that i'll replace with a decent videocard, and 4gb. I'll put it 4 more later
Look at the right fixjoint: you're fixing everything to the background. Just delete it
If you see well, you've already fixed the yellow polygon to the red box with a fixjoint. You only need to use one, or the fixjoint will fix the first object with the object that is behind the red box. In this case, the "object" is the background.
1. Algodoo doesn't run at 30 FPS, it runs at your screen's framerate unless your computer can't handle it well. Normal screens are of 60 Hz --> 60 FPS, but there are 120 Hz screens and even 20 Hz screens.
2. What do you call to "advanced" scripting? Variables are part of the most basic scripting, instead you should add some "math." things (if you want to know more, write for example "math." in the console (without ""), and press the TAB key) and local variables such as _variables in objects, how to define a LOCAL variable, what's a read only variable and how you can read it (readable(owner)).x , and if you want, show people how to spawn objects (like copying an object and pasting it in the script menu)