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Oh, it calculates speed with wheel angVel instead of measuring it! That's awesome. I've never seen that here though in real life it's like that!
Hey, you're using too little density on the gears. try using absurdly high values like 1000 on little gears so that they don't slip.

Also yeah, try to use realistic size, but don't worry so much on this one ;) it's barely 1.2 times bigger than irl

and if you want pistons not to pop out, use even more density (500 is nice) and put braked axles with hingeConstant 1e-30 that attach the pistons to the cylinder (they will be nearly infinitely stiff but they will avoid piston rotation)
Last edited at 2015/07/16 23:49:25 by The Linkage
macky527, oh you don't? You uploaded 11 scenes just today, and it's not even late!

Xray, I think I read somewhere that you limited scene upload to 5 per day. did Algoryx agree with that?
Hah, I remember you deleted danielreynard's sixth scene ;)
Use more frequency! the gear's teeth are skipping!

If you don't know how to change it, go to options - simulation - and change the slider to 120.

Or press F10 on your keyboard and write sim.frequency=120 , then press F10 again
faytree, open the console and write App.autosaveTime = 30
You'll lose all your textures sometimes but it's worth a lot. If you want to put the texture back where it was (and you remember the EXACT name of the texture), go to script menu, write the name of the texture, and it will appear as if nothing happened! I say this because if you use the normal Find texture button the old textureMatrix is overwritten
Yeah, it doesn't even fire up
It works, but it's rather sluggish because you're runing it on low frequency
Use 120 Hz!
Actually using lasers to control things is terribly outdated. use this script on the spawn script (replace density := (scene.my.acc) with this:)

density := (keys.isDown("up")? 500:10);

So, when you press the key stated (it can be "w", "up", "right", "tilde", or whatever, but it HAS TO BE BETWEEN COMMAS) then the script will output 500 (you can change that at your will), and if you don't press the key then it will output 10 (or whatever)
also move the second circle (the one where the other circles are spawned, not the one with the script) to the center as this will give you more powarr, and write vel := entity.vel too. this will ensure that the ball is spawned at the same speed that the car goes
u no like me :|
If you want to make it better, change the fuel radius to 0.1 and make every gear weigh 80 kg or more
I'm still asking: why don't you use more frequency? If you had to control the gun without seeing the mechanism, it would break because you would cycle the rounds too fast, etc. So this gun is not working right now.

Just press F10, write sim.frequency = 120 , then RETURN/ENTER and then F10 again!

I'm not rating until you do that
You should use 120 Hz, this gives more accuracy. go to Options (the gear at the upper left corner) , then Simulation, find the frequency slider and crank it up at 120 Hz. If you use more the scene will give a horrendous lag (ESPECIALLY on scenes with more objects)

Also try spawning only one ball big enough to cover the entire chamber, and USE VERY HIGH DENSITY ON EVERYTHING! like 250-500 kg/m2! This will make everything even better and it will give you 100x the power you have there

Use this script:

(e)=>{
scene.addcircle({
pos := pos;
radius := 0.09375;
restitution := 0;
friction := 0;
color := [1, 0, 0, 1];
density := 200;
collideset := 10;
timetolive := 0.2;
vel := entity.vel
})
}

You may need a killer to delete the balls, but try to figure out by yourself. Feel free to get inspiration from my own spawn engines! (most are on page 2 - 3)
Don't worry, the problem is with kids that post 15 scenes per day and get angry when you tell them not to.

Another little suggestion: use the grid ALL the time! And when you can, use simple shapes as boxes or circles, avoid polygons at all costs (even if you make boxes woth the polygon tool, that already is a polygon and it will have less accuracy and more lag)
Okay, that's much better! You're getting a 10
Regarding, a crapton of Thyme... :lol:

Awesome. Mine skipped cgears and broke if you braked it

I've never seen a 2 stroke wankel though... (jk)
Oh shut up ¬¬



got rekt
Oh sorry xD
Last edited at 2015/07/23 02:32:40 by The Linkage
I like pie
Last edited at 2015/07/24 02:49:44 by The Linkage
I was thinking on doing something that deletes the axles, but there's no way to do it without lag. just put a killer and lemme think, then I can adapt it if I have any idea ;)
That's not scripted at all. you just used timeToLive, and that's like changing the color of an object by its slider
The light is much harder than that. you should play with textureMatrix until textures work okay
Thanks! I've been working on this for a very long time actually. I started last month and kept doing little things slowly. Your belt-fed machinegun helped me a lot to do this!

And to make the burst mech, I made a new scene just like you do your demos, and made it run at 200 Hz so that I had to adjust it for that frequency. then it worked even better at 300 Hz. But I'm not going to make a skin for it <_<

P.S Someone asked me to do the machinegun from Doom. that's why I did this. I did a quick draft and showed it to him, and he told me it was okay (and some time later I found out that Doom's was a 3-barrel minigun:lol: )
Last edited at 2015/07/24 16:57:34 by The Linkage
Very good skin! I just can't use edge blur for shades, I don't know how :|
Last edited at 2015/07/24 17:01:30 by The Linkage
Aw crap, that was a fail. It's fixed now though. just click the link
It was on this one xd
so what do you say faytree?
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