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Just kiddin :*)
Just kiddin! :*)
Прикольно, но хорошо бы и отслеживать отключение кабелей :bonk:
Да и картинку с виндовсом каким-нибудь :lol: можно было бы вместо велкам.
What a lame... how much time that junk takes? 1 minute? :bonk:
Хорошо!
А чего ты диск переложил - интересно было самому его взять. И еще - по хорошему надо сделать несколько дисков...
lag.
Can you explain me what's that q-steer stuff for? :huh:
I like such scenes very much. :tup:
Don't you think it's boring? There is nothing new in it, nobody download it...
Just look at stats - no downloads. Try to make something interesting with cars like racing game (against pc) or kinda taxi game etc...
It's ok but every-frame script on second laser isn't good. It reduce performance.
I prefer do same task with one laser and script checking last event time...
onLaserHit = (e) => {sim.time > (scene.my.lastEvent +1) ? {scene.my.lastEvent = sim.time; doo} : {}}
2Aidan - yes, It works in phun too. No problem.
Прикольно что в отличии от нормальных самолетов, у него поварачиваются крылья %-)
fox11trot: look here:
http://www.phunland.com/f … 131#p74131
are you sure it was your idea? 8|
Last edited at 2010/01/10 12:10:44 by Kilinich
Do you know there is "text" property of box where you can type instructions instead of drawing it... :bonk:
I prefer use textures instead of 400+ objects. Compromise - is like I did in trailer parking game - use colored geometry and "shadow" texture. Just reduce object count and it will be fine. To handle over-steer you can add thin box with big air friction.
Last edited at 2010/01/10 17:22:16 by Kilinich
Main problem is polygons - each contains huge amount of nodes and slow down scene on redraw. I think I can write script to simplify polygons... (via clipboard).
Cool, you're growing up!
1) Again Tachometer shows something not related with RPM (we call it parrots:*) ).
You tried to do something with it, but it just sets on max after start. I recommend to change design - make tachometer to control power more precisely and remove script from arrow torque.
2) Fuel use not related with speed/acceleration or anything - it's just a timer. Maybe better connect it with engine RPM?
3) I can't read that signs (brake, etc) - I move too fast.
to RA2lover: trick here is spring hardness proportional to geometry density so it stay stable on wide range of change. Just put body density in the middle of min/max values.
RA2lover - I've add 10x power for you :tup:
Last edited at 2010/01/13 13:33:34 by Kilinich
cool creatures but what we should do with them?
Я вот как раз для вертолета сделал новый движек - буду Ми-24 делать.
Лазеры заменены коллизиями.
umm.. it so freaking big and light weight... it can flies without engine... :bonk:
Controlled acc sux. I've made fly kit just for you... :y
Question: How do you measure torque?
Ну вот, другое дело! теперь летает. Хороший реинжиниринг "крыльев", но зачем столько лазеров? И в крыле и для двигателя хватит по одному. Управление передними закрылками не очень натуралистичное да и крутятся они на 360 градусов без огрничения... Скорость маловата и ты не компенсируешь ее при генерации шариков, что вызывает "утечку" в некоторых режимах. Так что пока 7/10. Но это я капризничаю, сценка достояная! :tup:
2 RaRaMalum: I'm always trying to do something new. I never see such simple and smooth animation on algobox. Don't say it's not first. Maybe similar but definitely not copy of something.
Last edited at 2010/01/13 21:21:11 by Kilinich
Please update scene instead of posting new one.
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