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Awesome scene! Kilinich was kinda too harsh with you about the leaf springs, but even if his version is more realistic looking, this one works better!
The collision engine works quite well, although yeah, you could try to make a spawn engine? Use my first engines as a reference if you want, they're crap but at least they work RIGHT!??
And no wonder this took 3 days to make. Is that track yours? Some parts look like Kilinich's test track for the contest (more specifically, the street going to the left lined with streetlamps) but the track is very good overall! Kinda too rough for going at 100 mph, but it's OK. the suspension does a good job on the bumps anyways

P.S: to avoid using lasers to measure the angVel of an object, put this in the object you wanna measure, in postStep:

postStep = (e)=>{scene.my.whatever = angVel * whatever}

Use just plain angVel (no modifiers like e.this, e.geom or anything)


EDIT: Forgot to say (although you might have guessed) 10/10 :tup:
Last edited at 2015/02/03 18:18:38 by The Linkage
Two things: use springs with legacyMode 0 and adjust them to make them stronger using damping -1 or -0.5; and make a totally different gearbox. Those gearboxes are obviously not gonna work, because the strenght the car needs is higher than the accuracy of the sim. so if your gearbox didn't have loss of torque, then the circle would probably pop out of the housing. Try to make a gearbox like I do: use two circles that change radius, and those two circles are hinged to the back. those two circles are always overlapping a little, and they stay in the same place, but they change radius. use friction +inf, restitution 0 and lots of density (usually 50 kg of MASS is right)

Also for the springs that connect the flywheels with the circle-pistons, use constant 1e10 (write it), damping +inf, and go tothe script menu, find forceDirectSolver, and put True
That's hard to explain, but i'll do my best anyways
In earlier versions of Algodoo (and in Phun also) the axles were calculated in other way ("the old solver"), so the axles wete stiffer but resisted very high speeds (more than 200 rad/s at 100 Hz), and the springs worked different (they could have more constant but had some glitches i think). So when the open beta 1.9 came out, Algoryx added a new solver that does the calculations in a separate process or whatever, and for axles,they are MUCH stronger but they get wobbly upon 116 rad/s.

And forceDirectSolver is because legacyMode defines which is the highest solver to use, I think (springs have 4 if I recall correctly) and Direct Solver (the new but buggiest one) can go to the old solver if it finds bugs. so for the spring, if you put +inf damping and 1e10 constant it thinks it's a bug and goes to the old solver, and they become stiff and explode even

Anyways I've never questioned that much, I just use it xD
No, the circle has to push the piston until you can't push it anymore, and then you delete it. if you don't do that, you are making the piston move a lot by inertia
That's not realistic. you should measure the angVel of the circle
Also this is a tachometer. speedometers show speed
Man, do you have densitophobia?!? (if that exists)
This gun can run perfectly at 100 Hz and with a real blowback if you decide to make everything heavier! My version of the short rifle test you did was heavier and worked better with less Hz than yours. things have to weight at least 11 or 2 kg for them to work well here!

Also recoil doesn't affect you at all unless you're doing this. So if you want to avoid scripts and make a realistic blowback you just have to make the bullets (projectiles) heavier, the bolt heavier too, and make the springs on the rounds stronger too. Then the bullet will go slower but you can compensate that with even more spring constant, or less weight on the bullet and more on the shell until it doesn't eject.

Also why don't you stack the rounds in the mag? you could get double the rounds there. my circular mag has 8 rounds more and is semicircular, actually
For me, having 16 scenes is being a beginner. This gun hasn't got a bolt lock, so in real life you would be losing most of the bullet's energy, and the trigger is horrible to operate. Also use 100 Hz
The axle with legacyMode 0 can get too stiff because the things where it is attached are too light, just add weight until it doesn't do that anymore.

I haven't even opened the scene, but just sayin' :D
Yeah, the track seems quite harsh for the suspension, but the car is very good!
But I'll keep saying, till the end of days, that you should use an ignition that spawns only one ball, because the engine seems too unstable. and the engine is not a v4, but two i2 engines stuck together.
You're getting a 10 anyways
Nope. v engines share the same crankshaft
Thanks! Maybe ill add a wankel pump for comparison. if I add more pumps, it will lag
Awesome :tup:
If you want the spawned circles to be back, add to the sapwn script

zDepth := the object you want the circle to be upon's zDepth + 1

You'll find zDepth as the last item in the script menu
Oh, yeah you have to spawn with pos := pos or e.other.pos, and with vel := entity.vel. If you use pos := e.pos the balls are spawned in the position of the collision but from 1 step ago
Muy bueno 10/10
Yeah, there are lots of things powered by these engines. They require low pressure and can work with compressed air, steam or just gas, and they have very good compression and efficiency. There are videos of an air powered quasiturbine chainsaw and even an air car!
The problem of putting more than 400 kg/m2 density on a long stroke engine is that it produces... side effects, like flying :lol: so try not to put more than 200. And add gun tech so you can get more torque, normally you'd get like 2000 or 2500

Also why the weird timeToLive timing? say that the pistons' collision layer are A for the front and B for the back, add A+C to one ball and B+D to the other, and put a killer with collision layer C+D. also you can put the guns' collision layer as C+D in that case.
Burst significa que dispare 3 balas y pare, como un semiautomatico pero con 3 balas en vez de 1
Llegue a disparar 9 balas por segundo sacandole el amortiguamiento a los dos resortes que empujan al pin y sacandole el rebote a donde el bolt se cierra asi no tarda en disparar
It definitely needs a limit in the suspension or whatever, cause it keeps breaking. But it works OK now!
Why is the scene so heavy? I suspect that the textures you used for the pistons is too big. use Kilinich's GT-Pack. (open that on a browser) the pack comes with a lot of low weight gradients that look awesome (except the transparent ones, which are somewhat bugged). Just download the .phi file and open it, then Algodoo will prompt you to install it, and done. the textures will be in a folder besides the textures you already have
you're obviously going to be banned
no xD
You have to open that and Algodoo will install it, they don't install like a program! Then just make an object and put "add texture" and you'll see the folder Gradients in the upper left corner
Or just come to www.multiplayerpiano.com/algodoo and bother with the piano, and i'll tell you how to install it
Por eso xD rafaga es lo mismo en espaƱol, no es la culpa del traductor
Well right now that one doesn't work, use this one instead
Last edited at 2015/02/13 20:02:25 by The Linkage
Yeah! 852!
I wonder how you fixed the ejector :lol:
it would be nice if the arms were a bit more rigid while you reload, it's horrible putting shells while it moves
I guess he says that his FPS dropped TO 2, because mine dropped to 8 xD
So you bought a new rig, vaidas? Seems awesome ;) (but mine beats you in Algodoo :devil: )
Where there should be water, the water is flying off at supersonic speed. you've done something weird
P.S needs a traction selector or something, I'm rolling just because of the fixed AWD

Sorry for the comment attack xD
You still don't know how to use them, you can use the light-to-dark-to-light for that matter. if you use the texture tool, Algodoo should repeat the texture right where it ends. try it!
Whoa xD
The first engine couldn't produce more than 5 HP surely. vaidas told me that one of his engines had like 50 HP, and when I calculated it with s_noonan's torque calculator it didn't give more than 5 at 500 RPM. You should use his scene for that matter.

P.S I've also made an engine like yours, with 2 rotors and 6 strokes per turn. it's absolutely AWESOME :lol:
But most low torque engines can move big things in Algodoo. I'm sure that the horsepower of an engine is not so important here
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