Actually it's very hard to do that thing that you ask; you need a crapton of thyme. You can do this: when you want everything to hold its place, you make the boxes weigth +inf
So when it's moveable:
density = 0.6 (Why do you use so little? You should use 100 for this)
When you click and want everything to be glued:
density=+inf
You need an infinite force to move an object with +inf density, so it won't move
The idea i told you is rather easy: first of all press F10 and the CONSOLE will pop up. There, write "scene.my.fix=100" (you can put any name, not just fix). Then you go to the box that you click to start (the one with timeToLive = 0 on onClick) and write this:
onClick = (e)=>{timeToLive = 0; scene.my.fix = +inf}
And you select all the boxes that you want to be static when you press the button, and you go to their script meny, and find density. Write this there
density = {scene.my.fix}
Now, you'll want to make the boxes moveable once you win or whatever. You can just put a button that says "Try again" or something and put on it's onClick:
(e)=>{scene.my.fix = 100}
Or you can put that exact same code on the onCollide of a box at the end of the path
No no, I meant that if you traced too much with a single tracer, the trail starts to disappear to avoid lag- that was the problem i had with my horizontal printer that was also buried under marble races
First of all, go to Settings (the gear up there), then Simulation, and then put the frequency slider at 120 Hz. This will improve collisions a lot, a.k.a now objects won't get inside other objects so much
Also, use VERY HIGH density on everything, and don't worry if things end up weighing a lot more than in real life. Use density between 200 and 500 for everything. You'll notice that objects are even harder to do weird things like get inside other objects and that you'll be able to use a lot more force on spring engines
And for mechanical parts like gearboxes and engines always use restitution 0, this makes them have even more friction
You should dissect scenes from other people, but I recommend that YOU make your OWN engines and stuff when you start (you can see how others' engines work, but just don't copy them) so you learn faster also if you need help with Thyme just tell us.
I'm rating 10/10 btw, so others see this
Oh, and keep in mind that the frequency (the 120 Hz thing) won't stick to all the scenes you make! You have to change it on every new scene
No one actually hears use 300 density OR MORE FOR EVERYTHING! Otherwise you won't be able to move a toy car with this! Also you should use less frequency, after you increase density you won't need so much. and well, a 4 meter engine is just a little bit big. normal engines don't get to half a meter
Te decia que aunque las cosas tengan infinito de friccion igualmente van a moverse un poco de lugar, algodoo tiene ese error, pero para mejorarlo tenes que sacarle todo el restitution (creo que es rebote en español, yo lo uso en ingles) y usar MUCHA densidad en todo lo que colisione con otras cosas, especialmente en los pistones de motores.
Fijate en mis motores para tener ideas de como hacerlos, pero usa 300 o 500 de densidad en todas las piezas del motor que colisionan, no le des mucho juego a los pistones (que se muevan poco), y usa 120 Hz (como dijo kaygrok) para hacer que sea mejor la fisica (eso si: laguea un huevo si le pones mucho, usa maximo 200 Hz)
En la caja de cambios tambien tenes que usar mucha densidad, la necesaria para que los circulos te queden de 20 kg o mas cada uno. asi no se resbala y tiene mas aceleracion
Para el motor si lo queres hacer con resortes usa damping -0.5 (la barra del medio) y constante que la ajustas vos, pone el motor sin carga a funcionar y subi la constante hasta que explote, despues haces ctrl-Z hasta antes de haber arrancado la simulacion y le pones un poco menos de lo que te dio como maximo
Una cosa mas: conviene no hacer cambios en una scene que ya este arrancada, eso significa que si empezaste la simulacion conviene deshacer hasta que llegues a antes de haber empezado (la flechita al lado de la flecha de deshacer te muestra los pasos que fuiste haciendo, apreta el que dice Undo sim start en ingles o Detener inicio simulacion en español creo) asi todo va a ser mucho mas prolijo y va a tener mejor acabado, y va a ser mas facil de editar si necesitas hacerlo.
Y siempre usa la grilla para TODO LO POSIBLE!
Not wanting to be picky here, but if you want to improve the skin a bit you can try and make a texture of the glock's texture and tint the slide a bit (Hue 260º, sat 7%)
al lado de la friccion de aire esta el boton de la grilla, usala para todo
ademas te conviene usar tamaños reales o cercanos a la realidad porque las cosas grandes parecen que van en camara lenta
No hiciste lo que te dije :v
tenes que usar densidad 200 o mas en todo lo que colisione, especialmente en la caja de cambios, y rebote 0 en todo
Proba hacer eso con esta scene, proba mucho mas constante en los resortes del motor y subila, as esto podria llegar facilmente a los 250 km/h
So you posted 23 scenes in 7 days and you say you're no spammer? Uploading 2 scenes a day is already kinda spamming, you uploaded like 3 per day. Thank God you're gone
Not an actual wind turbine as it doesn't use wind lmao
you have to change the fins' airFrictionMult depending on angle and make it 10 or 0, then add wind on the air settings. otherwise you're using a motor to make it turn, cheap stuff...
Good! It's okay like that but if you want it faster you can replace the 10 on the script with a 20 or 30. not more than that because the turbine will tip off and fall
dafuq
this is not a transmission. That's more like a clutch and all in all i'd say it hasn't got any complexity on it.
Also use more density on your scenes and try to stick to realistic sizes (this car is 20 meters long, you can make a box of about 5x2 and use it to make your next car shape). also use high density on everything if you do that, like 400 or 500 density. And never use friction or restitution on engines and gearboxes
It does look good, but it's still somewhat slow for an engine that runs at 360 Hz. Even if it has valves and such, i'd say you could make it much better, maybe 60 rad/S without the counterweight (make it weight a very low number), use boxes instead of those polygons and making the boxes transparent, and giving less way to the cams, then maybe making the levers that push the valves amplify the movement from the timing rods
Maybe you'll need to use Cgears, Kilinich has a generator for them somewhere
Pnvv, but I think he's getting over it. he rated 5 (or didn't rate at all) on some scenes, just because i told him that car scenes are getting somewhat monotonous and i wouldn't even download them at all
And Kilinich, you're right but it's quite hard making a decent burnout script with white smoke. Gonna give it a shot anyways
It IS innovative, in fact it looks somewhat like the elevator thingy i made on a horizontal mount mag (here)
It's different and i'm not saying you copied anyways
Hey you're getting a little bit out of hand with this spamming thing, he just uploaded some quality scenes and you're calling him a spammer? Also, I guess he did all these in more than a week, so he won't upload 7 scenes a day (i don't care though, this is much better than marble races even if it's spammed)
You're getting a 10/10 from me on all your scenes. Hope they all get to popular