Browse Search Popular Register Upload Rules User list Login:
Search:
Kills: 321
Distance: 942
Level - 23
score: 6701
on new rules
I guess you're forgetting lots of details there. The engine weights a lot so maybe you would get more traction in the front tires. also tires don't usually have a friction of 5 (xD), and unless you know how much would be the equivalent here, that's an unrealistic point that you can't cover. And yeah, mustang has got a solid point there hehe
Can you put a box in each car that says what traction they have?
It's got high power because it's huge. An engine should be less than 1 meter long
That's just what i was going to say hardy, also if you make the killer a little longer you will be sure that bullets get off without springs
It jams at the first round, but if you unjam it then it chews the mag without problems (but when the mag empties, it bugs weirdly)
Nice job!:tup:
Why do you make everything so needlessly big? It's 13 mts long!
Besides that, I don't know what would be the equivalent of power for this engine at 0.75 or even 1 meter, but I guess it wouldn't be bad as it uses springs
But you've made a nice job in all the other aspects. i like the design actually
9/10 anyways, not much people is making this things nowadays
You need to change two things:
-add more density to everything in the engine, as more density = more tough collisions and nothing will pop off
-get the killers lower, because if you delete the ball right after it spawns then you won't transmit any power to the piston. The ball should delete whan the piston is close to the lowest part of it's cycle

If you want I can modify this and reupload with credit if you didn't get what I meant. you tell me
Also you need to make the gearbox MUCH HEAVIER (density 100 or so)
Yeah, for scaling them I use ALT GR + SHIFT, that scales in increments like the grid but ignoring it
The cgears must be VERY HEAVY when you scale it
This is far more real than "traditional" algobullets but it's worse because:
-you've got less lenght to impulse the bullet, and therefore to make it fire fast you'd need high frequencies that equals LAG
-Gas piston guns can't be created with this because the round hasn't got enough force to move all the mechanism that simulates gas chambering
"and magic."
Well now make a CS 1.6 port for algodoo. I'm waiting
10/10
Put this in the length part of the springs:

{
keys.isDown("s") ? 2 : 3
}

Then put constant 20000 or so, and delete the thrusters that activate with S
did you check up your messages?
Do you know that if you increase geometries' density, they will collide better? (they won't get into each other, therefore you'll get better pistons and the slide will work well)
I like it, but it seriously needs some improvements on those things. also a semi-auto version would be nice :tup:
10 anyways. you can change that at any time
S_noonan's scene "Torque vs. rad/sec" says that this engine has 7 Hp. nowhere near 132 ft/lb
Maybe you're wrong with the calculus, but that's what you can get of a collision engine anyways. They're not very torquey or whatever
El es ruso, creo. no te entenderá
This would be worthy of running at 400 Hz or more. Shells didn't get into the barrel sometimes, even when pumping slowly. So if you loaded it again, the shell chambered correctly, but a loaded shell got ejected from the tube. Maybe you can solve the loading thing if you add constant on the tube mag's spring
But it's the best in Algobox atm! Good job on it:tup:
Almost done :lol: It fires pretty fast (like 500 RPM)
Well this is quite awesome, it has 2.6 hp andonly 1 cylinder
Anyways don't worry. you can move a 3000 kg truck with 10 hp here in Algodoo
Ask one of the mods, they may change your name. electronicboy can
There's a group of people who doesn't ask for credit. He's not doing any harm anyways, actually he's improving it so Phil should thank him anyways (from that point of view)

Apart from that, it works MUCH better! Apart from the frequency thing it is awesome at reloading a shell. good job! :tup:

P.S: And the carbine? Guess you ain't got a lot of free time, do you?
Eso es practicamente lo que quise decir en la escopeta mejorada de Gent xD
Estaba pensando en hacer algo parecido a lo que hiciste en tus escenas, de apuntar con el ratón, pero los servos sonla segunda cosa mas bugueada en algodoo xD ademas no se me ocurre como hacer un control con raton sin teer que mover todo el cuerpo del muñeco como hiciste en la FALGE. Si se te ocurre algo, por favor ayudame
Ya tengo bastante con tratar de hacer que salgan los casquillos mientras todo lo demás se mueve. Algodo odia eso
Careful, the tires look disbalanced!
I like it. if you want lots of textures (I ALWAYS use them) see (link) Kilinich's GT-Pack
You install the .phi file (open from a browser) and the textures are in a folder when you want to give a texture to something
This is EDuke xD
I don't know why, but I'm seeing little gaps between the "vertical pixels" or whatever they are. I fiddled with the code, and found out that if you put 0.009 or 0.01 to the two parts where the size of the boxes are defined, the image looks smooth enough.

AWESOME
I'm in 1600x900 with an AMD HD3000, maybe the resolution affects algodoo, or the overclock in the gpu
Sorry, but it feels kinda weird to me that someone rates 10 right after 50 downloads

that apart, the suspension is good, but the speed changing is annoying
No, those are your downloads (number of scenes that you downloaded) :P
You got to 1300 on this scene. and you shouldn't make a "1 subscriber special" or a "3000 downloads special" because that's just beyond lame
AWESOME
You've managed to make this CPU-dependant. I have an integrated GPU (AMD HD3000) which runs notepad and paint at 10 fps, and this runs at 40 fps in my computer with Threading.numThreads = 4 (i have 6 threads)

EDIT: Actually it runs at 35-40 fps no matter how many threads I set
Last edited at 2014/12/05 01:20:31 by The Linkage
nope, with drag at 1*10^7 is fine for me
Try tugging at the tip of the cam-like thingy. sorry for the jams but I guess it's VERY reliable as it's not fixed and everything moves. also there should be boxes that tell the firing modes at the selector, but they are behind because i guess I forgot to group them. And i'm not reloading 3 megs just for that <_<
thanks 1911man!
previous | 1 … 34 35 36 37 38 … 84 | next