Well this is quite inefficient as you use energy to eject the cartridge and to fire the bullet. If you used circles instead of boxes for the gunpowder and you made EVERYTHING with density 200 or 300, it would be 10 times better and at 200 Hz or 300. it lags on my computer and it's not bad at all
To improve the muzzle velocity you should do as in a gas-op gun, just lock the round until the bullet is at least 75% fired and then eject the shell with the cycler thingy
Haha nope. The gun shape has to be overlapping the piston and if you want moar power you should put a box that also overlaps the piston, and collides with the balls. also spawn the ball right at the center (pos := pos [NEVER USE pos := e.pos !!!]) and make the piston movement like half of what it is. And use 120 Hz
Well this thing is half-assed. you have to get rid of ALL the frictions and chamber the shells (get them one grid square inside the barrel) and use 120 Hz or more (don't use more than 300)
To change Hz you go to settings, then simulation, and then you change the slider
get the gun even lower than that and change the ignition system and you'll have a truly awesome engine!
Right now it skips the ignition sometimes, just try using fixated circles close to the center of the "cam"
The density thing actually makes it realistic you just can't use 1200 Hz and hope no one complains. Just use high density, this is impossible to run on my computer as it is now!
Looks awesome and works well, and everything, but if you ask me i would've used materialVelocity and some scripts to keep speed as constant as possible. Seems ten times more reasonable than doing this
Oh well this is a mess overall
You should make the gears a lot shorter, with that speed limiter you can drive at 252 km/H on 4th!
The suspension is horrible Try using 250000 instead of 1000000 on the front axle that stretchs, and just try for the back suspension
And some blur on the light wouldn't be bad too...
That's what he used to make the ghost Touareg on the rally scene i guess. it just records a race once and then you can put it on the scene and try to race it
This thing won't run anything as it is. What you have to do is to use 100 or 200 density on the pistons and spawn ONE BALL of density 600 or more (yeah, 600 times more than what you're using... ) and put gun tech on it (the inverted V shape that impulses the ball downwards)
Look, I tried everything I said up there but without the gun tech and it gets to maximum speed in less than half a second. With the gun tech you might be able to use it for anything
Well this is not the way to do a bug report as no guy from algoryx will hear you. Go to the forum (link) and make an account there, then you can report it in the thread called "Bug Report"
Hell that's still not realistic, if you brake and then accelerate the car will not move but it will still heat the brake disc. Try adding angVel instead of some number like:
scene.my.Y = scene.my.Y - (scene.my.angvel / x)
You don't need to use e.this when you're using postStep, update, onClick, onDie, onKey or whatever else that doesn't involve two things, for example in onCollide you have the object that is collided and the one that collides (you use e.other but not e.this), in onHitByLaser you have the laser and the geometry (you use e.laser but not e.this), onLaserHit you also have the laser and geometry (you use e.geom but not e.laser), and so on.
I may do my version, but as far as i know brakes don't lock when they overheat...
Xray hasn't got anything to do with Algoryx, and can't do anything besides telling the devs (which are inactive right now)
And no, I had that problem a lot of times but it can't be fixed. If you want to try luck just go to the forum, make an account there and pray to be heard (you might have heard of Emil right?)