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that's how real life suspensions work lel, with a damper attached to a spring
To make it real good you should make a weak suspension with a lot of damping on the inside, and a strong suspension with very little damping for the outside, springy-like one
Pretty close to the common CVT design. just make the lever move depending on engine RPM and that's a cvt
Just use much higher densities (50 - 100 kg/m2) and use 200 or 300 Hz (Options - Simlation and you have a slider there)
Never use gears on a gearbox (in algodoo of course :P )! Use circles that overlap a little bit, and make them have friction ∞ and restitution 0.
Also keep an eye on the size of the things you do! this is 25m long
Use high densities (50-100 kg/m2)
Also use 120 Hz (settings-simulation)
That's very good! You might want to try double stack for that mag (make the bullets and shells no self-collision) just beacuse 3 is kinda very little. but i like it.
You unly have to use 2 circles! Every gear in series you add makes the gearbox more crappy. so use 2 circles and connect the output circle to the wheel with a stretched axle or springs
Haha well I saw that a month ago and it doesn't seem to make it any better yet. i definitely hope some kind of change that will allow MRs to disappear from my sight, but that won't be anytime soon.

The community here is ruined anyways. almost everyone that made nice scenes and was involved here have already moved on, and just a handful of people from the old times remain (Phun times i mean, not me)...

The forum also seems dead. I asked about the popular page being jammed but there was no response even from mods, let alone Algoryx

Do you know something about that? why are there such old scenes displayed in the popular page?
this is actually pretty useless
_o_
I actually tried making an entry for this but it always gets upside down like a friggin turtle. Might try though, now that I have competition :devil:
S acts as a brake because it is a friggin brake lel
use 2 keys, one to brake (which can be I) and one for the starter

For your second engine you should start from zero with this advice:

-Make it realistically sized: a 4 cylinder engine won't measure more than 0.75m * 0.5m. so if you're gonna make a 1 cylinder engine then make a 0.2m x 0.5m box and glue it to the background, and make your engine based on it

-Use 120 Hz: go to Settings (the gear) then Simulation tab, and put the silder in 120 Hz. Also use really high densities (100 - 300) as that makes collisions better

-Use a square as a piston, as it looks kinda better :|
also make the cylinder thin, it looks like crap

-Put the rod closer to the center of the flywheel. much closer, like at half of what it is on this engine

-Get rid of friction and restitution. friction obviously slows it down and restitution makes collisions worse

-Use a collision spawner, not lasers! You can copy one from me. Also you ONLY HAVE TO SPAWN ONE BALL, and this ball has to be spawned at the center of the cylinder and it HAS TO FIT PERFECTLY (not too big nor too little). you can change that at the radius part of the script

-Use a killer to delete the balls. much better at lower RPM

Also you should keep a good use of collision layers, they're really important in Algodoo!
no
NO
NOOOOOOOOOOOOOOOOOOOOOO
that's not how to make a trasversal engine! This one works horribly bad because the balls collide with the 2 pistons!

You have to use COLLISION LAYERS for that. also the rotating spawners are completely unneccesary in this engine (you could just fixate them to the block and make the pistons hit them lel).

In this case you could make one piston collide with B and C; and the other piston with D and E. then the spawners should be collision layer B and D, and the spawned balls should be collideSet 4 and 16 respectively.
@LastChance don't be childish - when did he call you lazy?
yeah. but you should make another one with realistic size and 120 Hz instead of 1200
Make it not higher than 0.5m total height and make the piston's density 300 or more. then make the flywheel heavy too (although you can see to that after making the engine), and you'll notice that you can add more constant to the spring without everything getting FUBAR
Oh all right, I see your problem. Your scripts are bad, you're not using variables right

You have to use scene.my variables; instead of using, say, StrSpring, you have to use scene.my.StrSpring = Scene.my.StrSpring + 50. But before that you have to declare the variable in the console (F10 or tilde drop the console) and for that you have to give it an initial value. so for example, to declare Scene.my.StrSpring, you have to drop the console, and write

Scene.my.StrSpring = 50000 and then hit return.

On the springs you have to put it like

{scene.my.StrSpring}

Actually nothing is case sensitive here but it's always better to keep things clear, just my thoughts

This clock is very good but it's not working for anyone at the time. it's a simple fix
That is because you're trying to make it too realistic. There's an obvious problem there: the bolt has to move even farther away, or you're giving little to no time for the rounds to position. Give the bolt at least 1/4th of the rounds' total length to reciprocate and it should work perfectly (that is, if you have enough power on the rounds)
Same as Ultragamer said (ugh I thought you were gone for good <_< ) except for the clips thing; they're working okay for me. Try double stack too, using the collision layer B box that you kill to fire the rounds
Your controls are messed up, it's W for 1/3 throttle and W + shift for full throttle lel
You also forgot that C is clutch
that's too much force. You should either use 240 Hz or lower the shell springs' force by a lot
You don't have to use lasers! Just make the piston collide with the spawner and it will work. Just make sure that the balls you spawn don't collide with the spawner

For example your piston can be collision layer E and F; the spawner is collision layer F, and the spawned balls are collision layer E and D (D is to kill them with a killer later, don't use timeToLive)
Post it in the right group dammit
Nice one :tup:
Haha I've alreadyt seen one or two of these in algobox. nice one!
I've done that and i'm getting 700 RPM out of your engine and the wheel slips uncontrollably
Would've been good if it was true
Beautiful swastika you got there. the idea isn't bad, might require negative pressure on the exhaust since you don't have a piston to push the smoke but it looks weird.

I guess you should change the shape a little bit before people start bashing you
right that's good, now make it run motorless!
You can grab a spawner from my stash and modify the properties if you want. you could also try making only 1 valve cam thingy instead of 2. And if your gears slip (which is pretty normal) then use CGears - conundrumer has a set and Kilinich has a generator somewhere in the middle of his scenes. you can search c-gear generator and it might show up
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