The wheels seem too slippy to me, and the car is always drifting. It'd need a lot more friction. And for the brakes, you can use airFrictionMult and keys.isDown, i guess
You can make the smoke fade instead of just disappear by putting in color = {[r,g,b,(timeToLive / x)]} where r, g and b are the values of color and x is a number you should adjust to make it slightly transparent.
It's okay though, shows the basics. Like
Hm I like it, but I always criticize scenes so you'll have to put up with me
This is beyond my ability to code by much, so it's not too hard
I'm just thinking on ways to improve the script: you can use
For(25, (x)=>{spawn things})
to spawn 25 circles instead of writing something that can't be even read (may be more practical for improvements, not having to use a text editor to make the script or change it) and rand.normal for random colors (use colorHSVA to change hue), and it can look like a blast if you reduce airFrictionMult to the balls.
P.S: no, forget the air thing. Maybe fading fire, with random heteroCollide?
You've used the script badly, the shifter is too far from the gear and the engine is too slow
You've used a script for 2 gears, I think. your gearbox has 3.
you can change the number of gears, if you haven't noticed
This scene is quite disappointing. You say "read before downloading", and the only thing you put in the description is that the controls are in scene (which is nonsense because if they were in the scene (they're NOT in the scene actually) people would see the controls without having to read the description)
And the controls aren't in the scene
also why did you use boxes for transmission? That's old tech. I'd prefer stretched axles.
P.S: I don't want you to feel mad about all that I've said up there. I mean, I just downloaded the scene, saw the description thinking that the controls would be there because they weren't on the scene, and found out that they weren't there. Just that
Thanks guys. You seem to know what I mean about marble races xD
I'm hoping that someone adds a "Marble Race" category between new and popular tabs (or an "AlgoMarbleBox")
And I'll sharpen the font if you want. it's just that I like the blocky appearance, and a console option for disabling that blur would be really nice
But it works at 500 Hz! i call that cheating
Also the engine would work better if you staggered the "cylinders"/whatever at 90ยบ, and if you want to make it at 100 Hz you can put damping 0.1 and a lot of constant and it will be pretty epic (ALSO rise density of ALL colliding parts, they will collide MUCH better and you will be able to put more constant to the springs)
I like what you've done so far, but this lacks a track and needs (MUCH) lower gears. IMO you still can make some improvements on it, for example on the gear shifter (hold A and it will go directly to gear 6) but it's prett good anyway
I'll rate only if you decide on adding a track
PLEASE use the grid ALL THE TIME when you're making your scenes. Your rims are too crappy for a breakable car, as the car can break from the vibration. Here's what I think you should add:
-new rims made with grid/from someone else
-faster acceleration (Maybe you'll need a frame, if that's the case just forget it)
-more realistic suspension and stronger body for that purpose
Nothing more. making a breakable car run off an engine is quite hard, ngphil, so I wouldn't suggest that right now
There are lots of little things that mke your engine slow.
-The timing is bad (make it fire AFTER the cylinder goes fully upwards, and delete the ball before the cyinder goes fully downwrds or the engine can stop. It won't lose strenght)
-The cylinders have too much movement, make the bore-stroke ratio a bit smaller
-Polygons are worse than boxes when colliding, therefore you'll lose energy. Add a transparent box behind the polygon, and make the two objects collide
-The springs should have very little damping, for example constant 5e6 and damping 0.1 (Kilinich's tech)
-You have to add "Gun tech" to "shoot" the balls or it won't work well. See vaidas's engines closer or search on Gent's scenes for a collision gun engine
-This won't change performance of the engine, but why do you use such a script to calculate RPMs? Use scene.my.RPM = angVel * 9.54
Funny thing, I was thinking on making (actually asking someone to make one) something like this but forces are pretty hard to script for my thyme level.
I BEG you to make a scripted differential that can spin fast, please! I nned some thing like that for a little truck i have done
Look, the bore-stroke ratio is ok if you want to leave it like that. for the polygon thing, you have to make balls collide with a box instead of the piston, because the piston is a polygon. And you know, i've helped vaidas with two or three engines, and I use the exact same tech he uses from longer than him, so the "gun tech" thing is two boxes that only collide with the balls, and that impulse the bll down. for example, if you add that to a 1000 Nm engine, you can get 7000 Nm. it's epic
Use scene.my.rpm = math.toInt(angVel * 9.54) if you want
For bend, it has less strenght than a brake, but even if you put infinite torque on the brake it will start moving after some time. Nothing in algodoo is infinite, mind that. Search for tutorials, bend is very useful but it's very hard to explain, and if you have bend and brake, bend is deactivated
AND i'd like to add something: stagger the cylinders at 90 degrees, so that you get more steady power.
If you still don't know what "gun tech" is, i'll upload a demo
Oh sorry it also has a script mistake from me, change the "E.other.friction < 0.1?" for "E.other.friction > 0.1?"
And then you have to change bend hinges strenght