there's no bug there. the water pressure makes it to get off the container thingy, and level by gravity
If you don't want that to happen, put two boxes that only collide with water in the places where water gets out. the box will overlap the plane and the polygon and won't let water come out
This scene is maybe the best I've seen this year
I don't know wy you're saying that the spring engine is not perfect, it works very good! It accelerates weirdly fast, nothing more. And you did a wonderful job with the textures. I think that the clouds effect should be a little more transparent, and that the track is too short, but it is very well done!
You're getting a 10 from me (that's not very hard, but you really deserve it! )
I won't rate anyways, because you use thrusters, but with heavy pistons it doesn't shake so much and is somewhat more realistic because you can stall the engine. with thrusters, the engine will not stop so easily
Phil, I hate saying this, but your guns also jam on the last three rounds
It seems good, but it needs a blowback system of some sort, and less strenght on the bullet springs
You can't open the cargo door! 0/10
joke, I like it. Why did you say that the spring engine was "turbodiesel"? because of the chain DOHC style?
Also I think that the engine is too strong, you can start in 3rd gear, but this is a VERY detailed scene! Good job 10/10
Edit: I just realized that you can open that door xD
This is not a very good suspension. The achievement of a good suspension would be to keep all the wheels in contact with the floor all the time possible (IMO)
It's very easy: copy the polygon (like select it and ctrl-C it), then go to the yellow polygon's onClick option and paste there (ctrl-V) then delete what's upon the Scene.addPolygon thing (scene info, author and such) but NOT the (e)=>{ thing
and you have it there. Polygons are very hard to make, and you can make one without tracing it first and copying, but surfaces are hard to write in script (see what you've pasted if you want to know what I mean)
Xray's reply has some details I've forgotten (entityID and geomID) but any of the two work because Algodoo will just output an error and put a random ID (I think it's random, IDK). But try to delete them anyways
I like that gears, but mind that a rotary engine has to bear with a lot of strenght, so polygons won't work for this. For wankels (and I guess it works for this engine type too) you can take two gears like those of the scene but made of circles and scale down the inner one a bit
this is quite nonsense, because you could be using a simple axle. Algodoo engines are made because it's not always easy to achieve the torque you need, here you just add more springs
I've got an hectacore at 4 GHz and 20% sim time when it spawns fuel xD
You should use For(10, (x)=>{ spawn script }) instead of putting a bunch of scene.addCircles, and then you modify the 10 for the times you want the script to be executed
Don't use old scenes as placeholders for new ones, because noone will see them. If you want to reupload a scene without updating the old version, copy it onto a new scene (before copying, declare all the variables first) or open the .PHZ file with winrar, take the scene.phn file out, open it with notepad and delete the part that says AlgoboxID := 88270, then save and put into the .PHZ file again
If you put 0.06 to the timeToLive of the spawned balls, it works better.
also lompilomp is right, it shakes too much. Try adding a counterweight (a rotor that spins in the other direction) and maybe it will work better
It doesn't shoot properly. An open bolt gun has somewhat a retarded primer, I mean that when the round gets chambered the pin should start moving forward
Also REMEMBER THIS: if you make objects MUCH heavier (like density 50 or 100) they will collide MUCH better! Use it in everything, for example in each round.
You're making oversized gears. I don't think that a wankel can be bigger than half a meter, and those gears are huge (I guess that a practical use in a wankel needs 20 cm gears...?) so they work better. And what I meant in the rotary engine scene is that in those rotary engine types, if yours has much density on the spawned balls, the rotor suffers from sudden kicks from the balls, and that makes the gears unsync sometimes, even if they are heavy and with the least number of circles possible (8 and 12, for example).
There are lots of engines like this, but they're not effective at all.
It goes very slowly and I guess it hasn't got any torque. if you make the total movement of the thingys less, it may work faster
You can use Threading.numThreads = (number of THREADS, not cores) to use the experimental multithreading thingy. it crashes with water, nothing else
As far as I know, intel i3s have 2 cores and 4 threads, i5s have 4 and 4, and i7s have from 2 to 4 cores, and 4 or 8 threads.
To count the threads on your processor you can go to Task manager and count the green graphs
For example, my FX-6300 works awesome with multithreaded apps and x64, but is slightly crappy at single thread (most single thread apps use two threads on mine, maybe it has three cores?)
Anyways, I always write a lot for stupid things I think it's more of my videocard than my processor, because Algodoo only can make it work at 30%
Most say that dual-cores are the best for Algodoo. Not single cores, I've tested that xD
Well coming back to the engine after some off-topic crap
I think you can put some polygon where the intake valve is so that only the smoke collides with it and it doesn't stay there, and you would have more speed (and lag) because the intake would work better if more balls enter on each stroke