Well, my first scene was tank too. But as you can see - it's a big difference. I think you should look at other's scenes first and then make something better and original. 5/10
Yea, it can be very good for wing since you can generate any force and completely simulate aerodynamics. It's possible to add flaps, interceptors, engine force, engine reverse in single device. Great!
btw- did you try to glue circles instead of fix them? You don't need any trick with geomID then. Just get (once) and set glued "body" property. Look at scene response.
1) No problem with glue.
2) Body id changed, need to detect it via app.step
3) Depends on what you want to make - if we talking about RaUnit-alike stabilizer, adding gravity for spawning circles is exactly what you need to provide zero-affect on falling/moving. Why you need harder circles? Just add more angvel - it's unlimited.
Very good you make thruster by yourself but design is really outdated.
That type of beacons, density engines is not very effective.
Did you see many warnings in console? Do you know how to use e.normal variable?
So only 7/10 (for nice try).
Very very good! ten!
Juts two advices:
1) Always set "drawBorder = false" for all object in scene before save even if you have default option - other player don't
2) Running part of this tutorial kinda boring
2 LShome:
Brakes now stronger
I have backthrust in first versions but remove it to reduce complexity
Same with autopilot - scene is pretty laggy enough
NP with tanks - just drop carefully
Umm... I don't know what so cool in it.
Why just don't draw it in AI/Corel and put texture here?
What's wrong with textures and what's the point of that bike if you can't play it (because of lag)? 7/10 for insane job