Browse Search Popular Register Upload Rules User list Login:
Search:
Nope, not a bug. actually if you get rid of autobrake, you'll see that it keeps rotating.
When you rotate the wheels they oppose a little bit to move, and when you brake they do the same force and the car stops rotating
Getting on the popular page is as easy as getting one single rate. No one rates your scenes because they are too simple.
Just see, this scene will be on the popular page because I'll rate it
I never touched one neither. Just drag the mag from the red dot and put it where the guy has the hand, tug until it is all the way up and then drag the slide back and release it.
Effectively :/ try moving the gun to [0,0]
You probably don't know what 9gag is though.
...and being on holidays is bad news?
Use the grid and do 1/6th of the rim, then copy it and rotate it EXACTLY 60º (with the help of a hinged circle if you need it). if you don't do that, your rim will be disbalanced and it will look VERY crappy when it rotates
Also try using shaders. It seems difficult at first but it gets easier in some time
then... what with arsenic (As)?
Why don't you just go to the options?
Well that's a hard method for the initial shape. Gonna try it for my Vector

But why don't you use a wood texture for the grip (like Algodoo's normal wood)? You can make awesome-looking wood with those textures, some filters with transparent polygons and details upon all that.
I always use the same example, but I think it looks quite good :tup:
It didn't work for me in the first try, but after writing scene.my.Y = 0 in the console it did. Try putting a random box with this postStep:

postStep = (e)=>{scene.my.Y = 0; density = 0}
You're on the popular page because he rated 10 ;)
Well, it's awesome. try chambering the round, INSIDE the barrel, so that it doesn't lose all that energy trying to go straight ahead.

You should take inspiration from ngphil, clankinator, yuras12, Meerkoos and me to make a realistic gun. If you wanted to add a reloading system you could figure out a way to extract the empty shell from the upper side (idea here) and then you can add a magazine from where you extract the shells now.
Okay, another thing: ALWAYS use 50 density or more for EVERYTHING that collides. If you use 50 or more (even if the masses of the objects are damn unrealistic) you'll be getting accuracy similar as if you were running this scene at 2000 Hz, but with 30x less lag
Use more density on everything (250 minimum, even if things look too heavy) and 200 Hz (go to Options => Simulation, and change the slider to 200)
Umm wasn't that with me...?
Whatever xD. I thought about something very similar but that would have kind of a combustion chamber where some fuel is injected, and the barrel where a bullet/steel ball or whatever else is placed. You would have very cheap and maybe reliable guns, because you wouldn't be using shells and you could fire the bullet with whatever cheap and explosive thing you can imagine :tup:
God, you have to calculate it!
1 RPM = 1 turn per minute, 1 minute = 60 secs. so if you want the second arrow to do 1 turn every 60 seconds, you have to use 1 RPM
Same goes for minutes and hours, do the calcs
Write this on the density part of the addCircle script:

density := (keys.isDown("whatever")? 500:1)

where whatever is the key to accelerate (e.g. "w", "up", "x"), 500 is the maximum density and 1 is the minimum density
well that's overcomplicated ;)
Just put the starter's torque at 50k nm ;)
Pity that it's just a skin
I'm currently making a 4st 7-cylinder radial ;) you beat me
(e)=>{
scene.addCircle({
radius := 0.095;
density := (keys.isDown("up") ? 800 : 10);
restitution := 0;
friction := 0.0;
pos := e.pos;
colorHSVA := [0.0, 1.0, 1.0, 1.0];
drawCake := false;
drawBorder := false;
edgeBlur := 0.5;
timetolive := 1;
heteroCollide := true;
collideSet := 5;
zDepth := 234
})
}
Also you shouldn't spawn big circles, just make them big enough to fit perfectly the cylinder and then use gun tech to push them down. If you use low density for idle the balls will pop out unless you use gun tech
Quieres hacer un motor funcional... a 60 Hz xd
prueba con 120, y haz que las bielas estén mas cerca del centro de los cigueñales. además usa pos:=pos porque pos:=e.pos pone la posición del objeto en el step anterior
Yeah, I opened the scene from my cellphone and in the preview it said "Comments:1, Rating:5". I was like fk i know who this is
vaidas, that's not easy at all. lemme explain in skype
Awesome speed and everything :tup:
But that exhaust fire is horrible xD. Try using particles
Indeed, there's a lot you can do to improve it.
first of all, the pistons should move far less on the cylinder, and you should find a way to delete the ball ONLY when the piston has reached bottom dead center (when it's all the way down) or 15º before that.
Why did you use legacyMode 0 axles for the rods? You'll see that if you drag the flywheel very slowly and you leave it spawning balls, the hinge will stretch a bit. you're losing a lot of energy there!
Also, it may sound strange, but restitution is crap on spawn engines. Use restitution 0 and friction 0 on all parts.
And if you want a lot of power, the inverted V shape upon the engine has to be a lot more closed than that, so that it impulses the ball downwards. Try leaving 30º between them (right now it seems to have 150º)
Remember to always use legacyMode1 on axles unless you need very high speed
Yeah, I don't have lag at all in this scene xD. I can run the witcher 3 maxed out but whatever I open in algodoo lags. c'mon now Algoryx :|
previous | 1 … 51 52 53 54 55 … 84 | next