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I guess that little box there is for me ;)
God, I tried doing a DA-SA mech like a month ago and I still have nightmares. This one looks good and works pretty badass too
Hmm, I tried something somewhat similar on my USP Match and it has decent reliability. i think it's a good mech especially for high freq
Yeah, you gave me the link in the other engine. This was love at first sight! :D
Oh God, calm down just a bit. Since this riot started, you're a hypetrain!

Emmanuel said that they were going to make some changes, but well, you should wait for it. also we already asked if they could add that feature here. And that will result in a flood of downvotes too

So we "nurture" marble racers? They do marble races because they like that, and if they would have started this, I guess we would say the same (NO, cause we like what we do and we do physics and blah blah)

So, just LEAVE THEM ALONE and let us have an "ignore button"
From Bethesda, I was thinking they'd copy the old PipBoy and put it in F4
God, I can't believe they called it the Mk. IV :lol:
Finally.
Oh my God, it has realistic size! What happened to you!?
It's not that easy to load (I'd rather have two drag tools) but I guess that's just me and Xray. Awesome job :lol:
Well, when you're done, lemme do some modifications to my V8 lawnmower and I'll also race!
No shit Sherlock, how would it jam at 1200 Hz?
pnvv, I also tried... The cam thingy is messed up (If it doesn't work in Algodoo, then there's no freaking way it actually worked irl!)

Christer, would you be so kind? :lol:
No, really, you shouldn't compare them side-to-side as they have different operation (the 2nd engine is the best of all, but it should be even better if collisions were more precise in Algodoo)
Oh God, my eyes!

Huh, this is the same problem I ran into. The cam's shape is so off that it can't be made at all. And saying that your engine has loss of compression is an understatement!

I'll try to make one just for the sake of it. also, it's "toroidal"
It's impossible to make it as a polygon without getting lag/inaccuracy/crappy borders and edges. If you try comparing this thing and SA's version, and you fire it fast towards a box wall, you'll probably see that the polygon gets inside the wall more than the other
Yeah, it says the guy made gears with a file or something :lol: But they're making a new concept (rotobloc) with scotch linkages instead of rods to change the pistons' angle, and it looks awesome
Well I didn't have any trouble with direct solver, but the gearbox is behaving kinda sloppy for me (When I shift from 1st to 2nd and then to 3rd gear, RPMs don't change at all! You should try size-changing gearboxes). Also didn't the tipo have 5 gears?
I saw Algobot5000 do this a lot of time ago. I tried and my engines just exploded :|
Hmmm , you should use pos:=pos
Awesome work, but full of bugs. When it didn't fire in bursts, empty shells didn't get ejected out of the barrel!
I'm not saying it's bad anyways. It's a thousand times better than anything I can do. but I'm still picky! :lol:
I found that page like a year ago searching for axial engines. I built one in Golems, but that thing seems to run at 60 Hz :|
Oh god Daniel, you posted like 5 comments but they are at the third page xD
Look at the bottom, under the comment box. You'll see numbers there, go to the latest page and you'll see your comments
If you use pos := pos, it's the same as if you use pos := e.this.pos; if you use pos := e.other.pos and you spawn the circle with the piston, the ball will spawn right in the middle of the engine.
In other words, pos:= pos is more general and easier to remember
Good, but try using more Hz (go to Options ==> Simulation and change the slider to 100 or 120)
Unless you'd be firing tracer bullets, why?
Oh, forget about what I said if you saw it :+

Use pos := pos instead of pos := e.other.pos
Also use a box instead of a polygon as this will improve stability (boxes have more precise collisions and make less lag, polygons are crap EVEN if they have 4 sides as a box). then you can add anything you want upon the cylinder to make it pretty
Last edited at 2015/07/11 23:45:26 by The Linkage
PLEASE OH PLEASE add a FWD-only mode
Or you can just use "- scene.my.x > 25? {do this}:{else do this}"
I mean, you can put a minus symbol
It would be a walker if it walked. but it doesn't even move, and a walker has legs
Okay, farewell. Though if I recall correctly you said the exact same thing like six months ago ;)

'Kay, I believe this one is for real though. God, I never ended a collab with you!
Not actually a gun! You should make a system that chambers the round (gets it inside the barrel a bit) and fires it, then moves the firing pin so that while the next round is being chambered, it won't fire. Then when the round is fully chambered it has to fire.

Use 120 Hz, 200 Hz or 300 Hz (try using the lowest possible, from 120 to 300) to make the scene mor accurate. More Hz means that objects will have better accuracy, but they will give a lot of lag!
Also keep in mind that if you make objects heavier they will have better collision, as if you used more frequency. Use density 50 or more (up to 500) for everything. and don't try to use too much force on the spring, because the mechanics will break
Hey the engine would have more stable power if you staggered the cylinders instead of making them fire at the same time. If the engine was a 2 stroke that would be fine, but it isn't. Also more density should come in handy as it just explodes when you don't use the clutch. anyways no one cares about realistic density here.
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