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right on par with the stuff algodoo used to have on the box. automatic 10. love you :tup:
nah, you always seem to have problems with my stuff. it runs great for me :s :s :s
"even you admitted" okay, show me an algodoo gun that NEVER jams and I'll concede. You just always have some sort of issue that I need to work to replicate. when I run it, it hangs up or jams/malfunctions maybe 1/20 rounds or so and it's usually something minor that jimmying the slide resolves. catastrophic failures don't seem to happen, and I only rarely get a stovepipe, usually resulting from the shell falling right back into the action. you are doing something wrong, or your computer just hates me:lol:
fair evaluation and argument. the difference may be as simple as "our computers run it at different speeds." for me, I have to deliberately rack it fast to induce the described condition, so I assumed few would run into it since I consider my computer "fast". it seems I may be have over-estimated it. do try my automatic variety, I think you'll find it better!
want to see it dude!
btw how am I cheating?
no, it has nothing to do with the symmetry and everything to do with the fact that the fuel hops out of the fuel tank through a cap that doesn't work
whoa. this thing's kinda wild. get g11 vibes from it, but this is cool. bit finicky to reload, but works well
this thing's got tolerance issues and is unreliable. for starters, it only fires full auto even though it has a disconnector present. it tends to "overchamber" rounds by pushing them too deep into the chamber to actually engage with the extractor or firing pin. the rounds in the magazine are also jostled around really violently when it cycles. make a selector, make that disconnector do its job, and resolve some of those unreliabilities
this one's pretty decent. my only gripes are that things feel flimy, use sim frequencies around 2-400 (800 is a bit much for something like this), and make components that are under a lot of fine mechanical stress HEAVY. also, it's a pain to reload because you lose rounds from the mag lol
haha the circles are in hell because the script is always taking them to the edge of death and then back a bit. nice use of existing variables to make a clock:tup:
good mechanical grenade, but I encourage you to look into scripting. spawning circles isn't particularly difficult and the end results can be satisfying and tend to work at a variety of sim frequencies (1200 is insane for most computers lol)
meh, more or less just a pretty ak that has some issues. not gonna rate just yet, because it shows potential. definitely wanna see some updates. it shoots and feeds most of the time, but doesn't bear any mechanical resemblance to an an94
good stuff dude! This is more like an anti-aircraft or anti-missile cannon than it is anti-missile missiles, but it's in the ballpark
WHOA! I'm trying to figure this out, makes no sense to me
Hey thanks, Faytree! I’ll hop on real quick
you need to start the engine, silly.
algodooper - more like algodumper. spend more than a minute looking at a scene before you rate poorly?
"doesn't move" -also not original. (doesn't move, because I didn't bother to look at the directions - just like you.
I see algodumper’s got multiple accounts.


All the instructions to start the engine are right there on the tank - press “I” to start the ignition and hold U for a but to spool the engine up. When it’s running, R and D toggle reverse and drive, and 1-4 keys select the gears. Only select one gear at a time, lasers indicate what’s active and what isn’t.
W and S operate the throttle, pushing it up and down. Holding S applies the brake.

L toggles the gun’s auto-level. Enter to fire, Hold shift to eject, and press e to reload (don’t get the order mixed up - eject before reloading. Up and down arrows aim, aiming is disabled when the gun is leveled.

The machine gun on the top has all its own controls. Again, these are labeled in-scene.
not very sophisticated explosions but it's a good start. see if you can figure out how to spawn these circle clusters with script; it's easier than you probably think it is!
another way to do this is change the value on inertiaMultiplier from "1" to "+inf" (type that into that box)

good job starting your algodoo scripting adventure, and good luck!
had a lot of fun playing with this!
this is neat, but it's not very strong. it will flex and give under load - probably better to use racks and gears to do this job
slowly figuring out how to bend the program and make things work better:)
really love this, very clean and reliable!
underrated!!:tup: :tup:
beautiful little engine. even has 4-stroke timing. I love it.
yeah dude, that's not cool, you literally copy-pasted someone else's script without credit. ezpz(fib)5 made the shell script. it's on his file literally named "tonk". come on dude
X ray's such a good guy. he was here when I arrived years and years ago and has been taking good care of us for over a decade now, and is still involved on a personal level with creators. That's rare and rich.

This revolver's gonna need a lot of work. I have a tech demo on a more or less 1:1 revolver but it has bugs. it can work, but it's a pain in the butt to use and exists only as a demonstration of the concept. I'll link that scene for you to look at:
http://www.algodoo.com/algobox/details/94468

My biggest suggestion is to discard the "cylinder clips", though they work decently, they're slow, bulky, and require those shrouds you placed to look right. the VISUAL effect is neat. but visuals are only a fraction of the process. I'd start from the ground up with an actual rotary cylinder, and later on add a scripted or clever mechanical solution to making the cylinder look like it's spinning.

Trigger mechanism definitely needs work, too!

I'm not going to dig in too deep, this is still what looks to be a work in progress
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