Sorry i couldn't comment on the other scene, I just wanted to say that if you replace the polygon pistons with boxes it'll run better. On my engines I put a transparent box behind the polygon that looks good, and make both collide with the spawned balls
Good engine though. it's weak (250 nm) but it's still usable
nothing too amazing, because if you need more strenght you put more force to the thrusters. In spawn engines, you only have density to accelerate the engine, but if you put more than 500 or 600 kg/m2 your engine will start to move like a thruster. Also it's hard to make them strong enough, or stable enough, and here you just add force.
That's CHEATING for most of us algodooers!
That's a good concept, but it would be more useful (for me) if it measured engine's HP and/or Nm. there are lots of scenes that try to measure it but most fail
nope
The maximum rotation speed of wheels is 157.080 rad/s, but you can turn that limit off. Anyways you'll need a stronger engine because it will accelerate really slow
If a ball hit a cellphone the entire screen would crack, here a corner just chips out. and maybe you can try to make through script that the screen turns black after something hits hard (just for a bit of originality, there are as much breakable smartphones as marble races(or maybe not so much ))
It's not automatic, we (vaidas, lethalsquirl, kilinich, homieee, me and more people) use the same type of gearbox but with A-Z. An automatic gearbox shifts automatically, this is kinda a clutchless transmission or so.
My Phord Ranger had a 3 gear one that worked like this one (not boasting nor anything)
Also if you add too much torque to the engine and too much load to the output, the output gear will bounce. if you run it in reverse, it shouldn't (minor detail)
Still looks good
The illusion is not very strong, but who cares! This is very well done. A tilting bolt may be firmer than this one because of the fewer parts but you can script it a little and it will work perfect
Well the frequency is one big problem you got there buddy always try to make it work at 100 or 150 hz if possible because high-freq guns are hard to run @ 100% sim time
Algodoo firearms' mechs seem more functional than cosmetic to me. Phil has managed to make lots of guns work at 100 Hz with gas piston and scripts (which seems legit to me) but if you make a gun with (let's say) 30 rounds, and 100/150 polygons for the body part of the gun (and let's not talk about two or three mags) and make it work at 500/600/700 Hz, you can cook upon your computer, and Algodoo will work @50% sim time in i5s
It depends on the use. The higher the better, sure, but if it won't be used in a scene woth lots of moving parts
no, it's not that. That's a hinge solver problem. Select the front of the motorcycle, go to Select -> Hinges, and select the stretched purple one in the front bumper. put legacyMode = 0 to it, and ya
There's a slight cheat there (i've noticed only because of the lag xD) but it's one of the best skins I've seen here. And the mechanism is very good too . How did you do to fire the rounds so fast at 200 Hz?
10/10
Algodoo is working very weirdly now, if you put sim speed in 0.5 or less the engine stalls. The ignition timing is set too early, move the lasers 15º or 30º
I mean, I noticed that the sim speed was at 10x because no gun at 200 Hz lagged in my computer. but if you put sim speed at 1x, the rounds are fired very fast for a gun anyways