well, if you look into the script menu in one of the cars (the circle), you'd see a variable named _checkpoint which is an array of coordinates that tells where the car will go.
To understand how it works..
here's an example:
_checkpoint= [[coordinate A],[coordinate B],[coordinate C]]
Firstly, the car's target coordinate will be coordinate A, once it's arrived at coordinate A, it will go to coordinate B and so on, until it has arrived at the final coordinate, which is coordinate C.
once the car has gone through all checkpoints, it will return back to its first checkpoint(coordinate A), thus forming a loop.
The car will continue to repeat that loop until it has exceeded the maximum number of laps it can take (also a variable, which is scene.my.tlap)
Note: the car won't exactly go to the coordinates you've set in _checkpoint, it's because I've programmed the car to have a small and random offset value so that 10 cars for example won't have the same target coordinate.
for example, if the target coordinate is [5,0]
car A's target coordinate will be [5.2,0.1]
car B's target coordinate will be [5.76,0.03]
and so on.
tl;dr for this note: "the car's target coordinate may shift a bit (because I programmed it like that on purpose), but it won't be too big for you to worry, hopefully"
And if you're going to race 20 cars, for example, make sure that all of their _checkpoint arrays are the same
also, feel free to use this scene and reupload it with your own racing map, etc. I'd appreciate it if you give me credit for this driver "AI" I made.
yeah, now that you mentioned it...
I may have unintentionally cheated
the springs in the 'engine' contain a lot of potential energy and they basically pull each other, causing it to keep on running until it comes to a stop from the springs' damping. And I've also noticed that the 'KERS' (the part when it recuperates kinetic energy) worked more like a "starter motor" and less of a generator.
I might do a re-entry with a proper KERS system
(again, I know- it's about 11 years old by now, but it's fun)
Xray - Yep, I'm aware of that
It's a really fun contest, and there don't seem to be any time restrictions stated in the contest as well. So I suppose he's still out there waiting for the rest to join (I even have convinced some of my friends to join)
and now with multiple electric pickup trucks on the way (Rivian R1T, GMC Hummer, Tesla Cybertruck, Ford F-150 Lightning, Hydrogen fueled SCG Boot,etc), I think it's somewhat a suitable time to bring this contest back
And I beg to differ, I do believe it's possible though... mathematically at least. To my limited knowledge, the batteries Kilinich made doesn't have any current restrictions/etc, so I guess it can generate a 400kW power output before it's fully depleted for a few short seconds
If you're referring to real life, then I agree with you, I've never heard of any battery capable of doing that without combusting, probably
nicely done , but one suggestion...
the wheel friction doesn't have to be set to infinity, somewhere around 0.9-2.0 should be sufficient to provide grip
Beautifully done!
I believe this is also my first time seeing a grip safety mechanism, which is pretty clever!
also, I'd like to invite you (as well as others who see this comment)
to join a discord server my friend made, it's a place for a bunch of technical guys talking about Algodoo/etc. Feel free to join! https://discord.gg/6sypSzUG
Wow, I genuinely did not know that the 2CV came with this bizarre suspension
I also agree with XRay, the car feels very twitchy. Although, I haven't seen a 2CV irl let alone drive one, so I'm not sure if that's how it'd behave on road..
I've also rated this scene a 10
The scene is pretty neat
you can solve the angular velocity cap without raising the frequency by typing 'sim.limitAngvel= +inf' in Algodoo's console menu. I hope this helps
Really fun game! 10/10
I started playing the game recently after my friend showed it to me (coincidentally, it happened around the same day when you uploaded this), and safe to say I am somewhat hooked by it
Awesome work on the truck!
In regards of what to improve, my suggestion is also similar to Xray's.
I think the throttle is best done through keyboards/etc. Using a spring constant slider to adjust the throttle input can be a little awkward sometimes.
But other than that, you've done an amazing job on the scene, I'll rate this a 10/10
with all due respect, you're definitely right about it being overkill,
I was incredibly surprised when I looked at the frequency your scene was running on!
If you'd like your engine to run at high angular velocity without resorting to excessive frequency, then I would recommend you to disable the angular velocity limiter by typing
"sim.limitAngvel= +inf"
it works for me since I could make my engine push up to around 11,000rpm @ only 240Hz. I hope this helps
Not bad!
Although I agree with you that it does look like a mess, with all due respect
Other than that, you should write "sim.limitAngvel= +inf" in the console menu to disable Algodoo's angular velocity limiter if you want to increase your engine's speed.
a friend of mine has made a discord where we sometimes talk about Algodoo, etc. So if you want to look scripting/technical advice, there's a person/two who would be happy to share their expertise
welp, the car's body is attached to a circle that has infinite inertiamultiplier. From what I see, there is nothing in the rules that stops me from doing this, so I took advantage of it
update: to prevent potential disqualification, I've decided to change the inertiamultipler value of the circle from infinity to a more reasonable number (10,000), now the car body should rotate.
Oh, I remember learning about this crash a while ago. It was gruesome
For those who do not know, I highly discourage you guys to look at the images, they are extremely graphic