Browse Search Popular Register Upload Rules User list Login:
Search:
That's really cool. This concept opens up a lot of cool possibilities. :tup:
So much fail.
Directions? Always include directions, even for simple scenes.

The "Don't use this" thing doesn't bother me, but it's not really worth stealing anyway.
There are simpler, better ways to make the water-spawning chamber. The lag in your scene is due to a buildup of water getting stuck between two blocks.
Very cool, very capable, looks and behaves alive. Architecture like my lobster and a number of my best vehicles have tails similar to that, but I don't believe I've ever uploaded or even seen suspension like that. What were you looking at that inspired this thing?
Last edited at 2009/05/06 04:37:41 by Frank
Nothing too complicated, but grueling nonetheless. Just as well that I never reworked my motorcycle, because it doesn't stand a chance. I'm saving this for testing purposes.
Yep, sucks. Do make the suspension functional rather than just putting springs there for show, and learn how to put a hinge at the center of an object.
@Jelmerholland
If you want to know how it's scripted, read the description and look at the onCollide of the green and reddish circles. As for stabilization, there is no actual dedicated stabilizer in the vehicle. It uses propulsion invented by RaRaMalum, which happens to either absorb or amplify angular momentum as it runs, depending on how you build it. This example absorbs it. Also the brakes, which also make it easier to maneuver, are balanced within the body so the rear has a little more drag than the front, like an arrow.
Last edited at 2009/05/09 16:40:43 by Frank
Wow, very neat. It is indeed the coolest trail I've seen. 9/10
Yay, 6% realtime. Real fun.
It's really a crappy softbody, it's lopsided, and it can't get over the hill due to its lopsidedness; it loses momentum from all the bouncing and flopping. 30 minutes is not a long time for a scene, I'm not impressed. Most of my good ones take hours. 3/10
Jonny Bob has serious sticking problems, and the level is really hard, and not in an interesting way.
Hey, much better now.
Umm, what do you need help with? It seems to work fine.
This scene starts so far from the origin that things are jittering a bit due to rounded position numbers, and there are so many scattered little black balls that it's lagging to less than 20% realtime. If I go to the default view, I see a box with some text in it and I can't find the vehicle. It's bad form to upload a scene that's been running for a long time.
Very strange, all I can say.
Decent performance and those arrows are cool, but it's seven times the weight limit and one of the engines broke in the green ball room. I could fix it eventually just by holding W, but there's definitely room for improvement.
That was amazing.
It's so broken that I'm not sure what "fixed" would be.
Meh. Fragile and anyone who needs them can make their own.
The car handles very poorly, but that was very interesting.
For such a simple design, that handles fairly well. It will handle bumps at high speed better if the wheels have no restitution, though. Restitution is bounciness if you didn't know. The suspension could use some rearrangement too for better bump handling, but that's a little complicated to talk about in a comment.
The problem is that it's so hugely big and gigantic. Everything is so slow for the same reason that a skyscraper takes much longer to fall down than a person.
Works for me.
Dammit, I was going to make one of those and I thought I would be the first.
Realistic weight isn't important IMO. These cars are 2D, which by nature weighs a lot less than 3D objects, and it's a pain to set all the density so high especially when it doesn't actually affect anything. Weight only genuinely matters if it's on a course with weight-specific obstacles.

As for flexibility, that's complicated to avoid, but I'll agree that a hard breakable car is way better than a squishy one.
The car is faster.
Ooh, haven't had a scene with comments in a while. NXDT, you're plain wrong. The hinge speed isn't at +inf. And even if it were so, the bar would stop accelerating in its spinning fairly fast and reach a stable speed quickly, balanced between gyroscopic forces and drag. It works at slower speeds too, Bronie12345, it just isn't strong enough to override gravity.
I didn't make the course. Everything but the suspension is by Dezzeron, and some of the course is missing because I deleted it in testing.
Looks like you used the subtract tool to get that shape. I'll bet you had two boxes in place, subtracted one, then subtracted the other. The first box you subtracted also subtracted its outline from the second box, and when you subtracted from the second box it didn't quite overlap with the area the first box removed. The result is a near-infinitely thin projection covering most of the hole along the line where the boxes originally overlapped. I'd call it unwanted behavior in the CSG, not a true glitch. It's happened to me before, and it's a pain in the butt.
previous | 1 2 3 4 5 … 8 | next