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P.S also this runs at 200 HZ! for spawn engines, that's cheating, at least for me. can you try at 100?
The "detailed skin" seems like lololoer describing himself! You could add some wood textures and gradients like in the RPK's wooden handle to make it prettier. But I like that you put the screwed barrel and that the ammo is so heavy, and there's no need to simulate recoil. 10/10 :tup:
If you brake the axle of the engine it explodes immediately (like 170 Nm)
Also try to use s_noonan's torque vs rpm scene!
No, not yet. anyways it's the simplified version.
Everyone thinks different about the freq issue. If you make a gun, you need precision to make everything work, especially if it's not fixed to the background, so more frequency is okay. but when you're doing a (spawn or collision) engine, where collisions are involved, then you'd be squeezing like double the power that engine gives by putting higher frequencies. Honestly, if that's the case then it would be the same to use a motored axle!

I think I'm gonna upload the rotary anyways. but I need to make it prettier :lol:
Thanks guys! The semi-auto mech is working weird because I had to change some things before uploading it, and I thought it wouldn't affect anything. But I'll fix it ASAP ;)

Lololoer, yours was too big. the gun looked more like a flare gun with it xD
Keyboards don't work like that. If you have a querty keyboard, you have to press A anyways. AZERTY is just the layout, so if you press A, the computer will know that you pressed A. If you press A in a QUERTY, the computer will know that you pressed A, regardless of the layout.

IN OTHER WORDS, it starts with A even if you have querty/azerty/fdahew or whatever. :lol:

Awesome engine! It doesn't look too powerful but I hope you do the strong version soon!
You could save a step if you loaded a new shell into the elevator while the chambered one is fired. but it looks cool!
Good, but you're still getting 1000 Nm more from the doubled sim frequency...
Hey doublefs, why don't you rate?
Frequency is not just directly proportional to lag. you need at least 100 objects in my comp at 1200 Hz to lag me :devil: and the FX6300 is not as good as an Intel equivalent for Algodoo.
It explodes anyways :lol:

P.S "that black box thing at the top of the screen" is called the console (F10). lololoer would kill you :lol:
yeah xD it has a limiter, but not for going backwards
not i5 power for fps, but videocard
I can run that at 600 FPS. the processor does the sim time
pnvv, you were close! 30000 Hp is close to 110 :lol:
http://puu.sh/g5oGt/27fb439987.png
I don't see the point in the fourth bearing. Those are bearings with bearings?
AWESOME
Rating right now
If you used 200 Hz and a weight upon the water, you could get like 3 rad/s more
I'm against high sim frequency for engines where people boast about their power. This is just a model
umm no, that's a spring transmission car. a spring engine car is a car that has a spring with negative damping and doesn't need another motor
I'm totally pissed at you with the sph issue. It BUGS MY ALGODOO ENTIRELY, NOT JUST THE WATER. Now EVERY SCENE will be bugged unless I delete my config, which I had to do like a week ago after I downloaded the other one. Please STOP doing that! I'm getting 10-15 FPS
The engine explodes after 5 seconds of idle, and when I acceelrate it. also how do you start to fly?
Why the ridiculously dense stack for only 8 rounds? I've been able to stuff 18 rounds there :lol:
but anyways, it looks cool and has a nice action! I thought that you scripted the ejection. it's awesome!
Good scene! You need to make the suspension a lot softer (or make the track less offroad), but otherwise... :tup:
P.S I'm not mad at you or whatever ;) (but DON'T MESS WITH SPH PLEASE)
Stop saying that you're a fifth-grader and stuff, becuase I was worse than you when I was a sixth-grader ;) .
Only complaint is that the door outlines should be thinner and less blurry
There's an even easier way, with scene.entityByGeomID so that you don't have to use variables:
first you go to the circle where you want to measure the speed,and you memorize/write down the geomID
Then you go to the axle that you want to use as a clutch, scroll all the way down and compare the geomID you copied with the geom0 or geom1. If it's geom0, you have to add this in postStep:

(e)=>{
g:=Scene.entityByGeomID(readable(owner)).geom0;
g.angVel > whatever? {autoBrake=true}:{autoBrake=false}
}

Then you put motorTorque +inf manually, and ya!
And if the geom is geom1, just change geom0 and put geom1 after (readable(owner))

Simple, isn't it? xD
Don't worry, you're new here!
If you look closer to the axle, you'll see that it's a bearing. so it isn't supposed to stretch
So: go to the script menu and put 1e-30 in the hingeConstant
Oh yeah, I also missed the point first :lol: It's weird how you can't see them even if the texture seems to have different light levels. Where did you find it? is it tileable?
I can do that with a v2 spawn if the car is not too heavy
I think I was the first to fall on this one :lol:
I'm not sure what would be the purpose of these gears, but they make a nice sine-like transmission!
No, it only changes autoBrake. also you have to put g.angVel > -47 ? {autoBrake=true}:{autoBrake=false}, you were missing "?".

The geom0 thing is VERY TOUGH TO EPLAIN and you won't need to know it fully to use it. I undestood how Algodoo worked like a week ago, and I've been using thyme for a lot of time.
The geom0 thing is to know what geom is the one where you want to get the angVel. Algodoo can measure any property of an object if you've got its entityID (which you can get with scene.entityByGeomID and the geomID that is what you see in geom0 and geom1). Imagine that e.other means a number, then e.other.density would mean 23453.density .
So the axle has the geomID (another id but for geometries) of the two things where it's attached (background is 0) and you can get the entityID (an ID of everything, including springs and their end points) and take the angVel.
So:

the scene.entityByGeomID(readable(owner)).geom0 gives the number of the geometry where you wanna get the angVel. note that it's necessary to take it and not just write the number because it changes every time you reload the scene. If the geometry where you wanna get angVel is geom1, then you have to change the entityByGeomID thing to geom1 instead of geom0

g is the entityID of the object, say 12345

g.angVel is 12345.angVel, so Algodoo tries to get angVel from 12345.

Hope you understood at least 10% of that. I can make a scene and you copy it if you want
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