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
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
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.
Awesome engine! It doesn't look too powerful but I hope you do the strong version soon!
Frequency is not just directly proportional to lag. you need at least 100 objects in my comp at 1200 Hz to lag me and the FX6300 is not as good as an Intel equivalent for Algodoo.
It explodes anyways
P.S "that black box thing at the top of the screen" is called the console (F10). lololoer would kill you
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
Why the ridiculously dense stack for only 8 rounds? I've been able to stuff 18 rounds there
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...
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:
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 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?
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