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The bomb texture is not there it seems. Every time I drop a bomb only a white box appears

I'm rating 10 anyways, that's just a simple error :tup:
Yeah we've talked about that with Gent some time ago. I also noticed that if you changed the zDepth of an object and then deleted another object (or spawned and deleted, doesn't matter) the same effect was achieved. I never tried killing an object in any way for this. Can you give it a try? I think this could be pretty useful in the future
That's the point. I don't remember why I needed to change zDepth but I guess it was for a firearm, and the time that the scene freezes when undoing-redoing is too noticeable
You have to delete the object yourself, with the Delete key or the backspace. It does work, but it isn't very practical since you can't trigger that without the user deleting something

Yesterday I tried killing an object with density = 0, a killer, and removeEntity, but none worked, the only way to get the object with the changed zDepth to update its position was to delete another object or undo. Also changing an object's zDepth and then using shift+mousewheel on another object resets the zDepth of the first, as if it wasn't changed in the first place.
Yes, now it's okay! The texture seems too 2d though. I think you can improve this if you make the texture "compress" itself in the Y direction while the bomb falls, so that you achieve a slight rotation effect. I've never understood how textureMatrix works entirely, but changing the 5th value (value 4 if you start counting from 0) handles the Y size. you definitely know that though :lol:
You should probably use Depth in the title since it has little to do with zDepth
The problem with this is that you get free energy, they don't behave like gears. If you apply 100 Nm on the red one the blue one outputs 100 Nm too but twice the angular vel
To prove this you can make an engine with it:

Make the blue circle slightly bigger (0.59 radius is fine)
Copy the blue circle and put it between the original blue circle and the red one, then put them slightly overlapped as if they were gears, and hinge the middle blue circle to the background. Then start the scene
-Those are called springs, not suspensions, so the engine is a SPRING ENGINE
-37 rad/s are 352 RPM, not 2200
-Use the grid for everything!
-The crank reciprocates too much
-Use 120 Hz: go to Options - Simulation - move the bar to 120 Hz
-Make a bigger flywheel so that the RPMs ton't fluctuate so much
-Use more than 50 density on everything
your script is totally messed up, it doesn't work at all

First of all, you have to use = instead of := whan you want to CHANGE a variable of an object, such as collideSet. So your code is written like this:

e.geom.collideset := 1

but it should be

e.geom.collideset = 1

for it to work.

Also in the bend menu there is something seriously messed up because there is no code there. Can you tell me what you wrote there so that I can correct it?

You may want to download the scene to see what I mean, the circle that changes gears is just vibrating
on a side note, you should use restitution 0 on your gears
the scene is good, but you should get rid of the motor on the wheel
You should check your facts before posting that... it delivers 1000 Nm at 75 rad/s
So it gives close to 100 HP... on a 2.75x1m enclosure

You could've used the axle as a starter since the thruster is pretty useless here, most of the times that I started the engine it went the wrong way

1 rad/s is 9.54 RPM, so 120 rad/s * 9.54 RPM = 1144.8 RPM
But keep in mind that it fluctuates between 80 and 120 so you should make the flywheel bigger and a little bit heavier

Also use density 50 for the piston and use 120 Hz
still pretty horrible. the axle that connects the engine and the starter has only 180 Nm so it can't correct the spin. The flywheel is still to light and the piston still moves too much. And you still didn't use 120 Hz
(ryzen
So you want a 32 gb RAM pc with a GTX1070... You're worse than Phun User...

That ram is completely useless. You're okay with less than 16@1600
The PSU seems oversize and the case... just for looks
And I always argue about this but it may be better waiting for Ryzen, since they're not gonna be shared-resources cores anymore (shared FPU and caches) - all a matter of price
and INH why in the heavens do you use an original copy of windows
Price... So that 1070 becomes something else
these SR7 CPUs seemingly surpass 6900k and 7700k's [on benchmarks, I'm also unsure of the real performance they'll have]-> competition and lower prices on Intel (if Summit Ridge ends up being bad, prices will go down too anyways)
And I think you didn't get what original means :P

Also also also if you can get the serial key of your Windows you can just make a partition on your HDD of, say 100 GB, and install Windows there. then you delete the old Windows folder with shift-del and you don't have to do any moving :*) you have a partition with all the data and you're good

Or you can make a small partition and put whatever you don't wanna lose there, then format the Windows you have to oblivion, and install a new one. And you'll have the other partition like it was a big ass pendrive
and transfer rates aren't all that bad

Or you can just install Windows on top of the one you have, and it will ask you if you want to keep your shit. It won't be as fast as a clean install but you will be able to get different drivers there.

Did you google that problem u have? unfixable problems with the gpu are weird af
Last edited at 2017/01/06 02:28:49 by The Linkage
Well if you have trouble with RAM that is simply a Windows problem, you fix that by formatting, not building a new rig:P
I've been using 8 GB since dawn of time and had no problems whatsoever on any game I played (all at max graphics: COD:AW, BF Hardline and 3, The Witcher 3, Crysis 3, Alien-Isolation just to name a few intensive ones). 16 GB is the way to go, 32 gb is for middle-end servers not for gaming rigs

What you gotta do is format windows every half a year, that way you can be sure you won't have trouble with Windows itself... if you use an SSD you can just get whatever you want to salvage out of it and to the hdd and format the SSD, personally I don't need to but if your computer behaves so crappily then I dunno


And I said that you could buy a 1080 because you can get some bucks from all the oversized parts there. 650x is fine, and you can forget those 16 additional GB of ram which is close to $150.

Ryzen is supposed to lower prices due to the nonexistent-for-now competition on the high-end market -> subsequent Intel price drop due to competition

I'm not the only one who says this. This is the worst possible time to build a rig c:

Also how much ram did you have on your last computer? I'm really intrigued about that... you guys have really weird problems. what COD did you have ram problems with?

And was that "no insults" directed to me?

Phun User not cause of the ram... cause of the 960! You shoulda gone for something better, say, RX480 or 1060 at least
Last edited at 2017/01/06 18:57:19 by The Linkage
116

Good idea. Only problem I had was that I got stuck in the base
the camps are way worse than MR and Algothons right now. Everyone posts poses for one of those "camps" -> shitload of scenes
Oh god:P

I thought you talked about another game. BO3 is crap like every other ported COD, so you're getting write problems, NOT OOM's! An example, I couldn't play at max graphics on COD:AW simply because the maximum graphics setting was bugged and textures looked like Half Life 1's. I had to play it in High and had some crashes. Definitely the worst ported game
Calling "extreme" a 32-128 gb pc is like calling a Tesla K80 computer an "extreme computer". Whatever are you gonna use that for?? Even the worst ports use less than 16 GB ram (Arkham Knight wins with 12 GB recommended)... so "midrange" doesn't mean anything real

And when you have a problem with a game you don't just "assume" that it's not the GPU... get Afterburner, put the graph, and play, and when you get there then just alt-tab and see the usage graphs. If the GPU is topped up at 99% then it is the GPU, if the CPU is struggling at more than 80% then it is the CPU. ANd if none is topped up then it's Activision

and Phun USer, I don't wanna be the usual AMD fanboy but seems that the RX 480 is killing the 1060 on DX12 and Vulkan...
Xray, I designed it after like 2 other complete failures at using pos on a circle and another circle hinged to it with low hingeConstant. Figured out this way would work, even though it is overcomplicated
well not this month, cause I'm gonna be off the country. I have a project started tho
the script on the laser is horrendously wrong... it should be

e.geom.density = 10

If you're a geometry and you want to refer to another geometry you use other simply because both of you are geometries
But if you're something that's not a geometry and you wanna talk about a geometry you have to use e.geom, and lasers are not a geometry

The motor has too little use, because you make it run on pulses. You should make it this way:

First put simulation frequency on 120 Hz
Now add a laser with the onLaserHit script

e.geom.attraction = 50

And copy it, and change the 50 with a 0. But what you should do is change the attraction of the ROTOR, not the STATOR (rotor being the 4 magnets that spin, and stator being the 2 that are static)
I reccomend using multiple of 3 magnets (Try with 6 or 12 magnets there)
Make one of the magnets have attraction 50 and the other one, -50. This way if your rotor magnet has attraction 50, it will be repelled and attracted, and if it has -50, it will be attracted and repelled

Put the lasers in a way that the rotor magnets change polarity when they are close to the stator magnets

And there you have an obscenely powerful motor. P.S. I'm pretty sure POV is not an Algodoo term...
why are the pistons literally off the block?
Hope you read this comment, Algodoo's collisions are hideous at low densities (<10) so that's why everyone uses unrealistic densities, frictions and restitutions. One way to get away with default densities is by cranking the frequency a crapton, but remember that CPUs with no hyperthreading (especially AMD) work horribly bad on Algodoo so what you'd be doing is bogging down the sim speed for us poor people. So density helps a lot (always above 50), size helps even more (big guns, like 10 meter long, have nicer collisions, but tend to behave like in slomo, so you should avoid that), and frequency is something you should only increase if really needed, cause it gives the most lag. Avoid polygons whenever you can, those have worse collisions than simple shapes like boxes or circles.

i haven't seen your scene cause i don't have a computer close, but I'll see it later maybe this week and tell you some tips to make it better. Scripting would help you some but you can make perfect guns without it. good luck
whoa that's much better than the rifle

Could you try adding a little bit of restitution to the slide, so that it cycles faster? Not really needed but it might look cool
Yes, read the comment I've left on your last scene
On point muh mayn
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