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[ tank ] T-90m

Image:
screenshot of the scene

Author: crash boy

Group: Default

Filesize: 0.6 MB

Date added: 2015-05-06

Rating: 5.6

Downloads: 3407

Views: 526

Comments: 8

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

Tags:
tank,
t90m

Scene tag

After having uploading issues it's solved! thx to Emanuel Dahlberg (support team) Xray and electronicboy (admins).
millions of thx to them.

Here it is. As Kilinish asked, this tank is the 90m. but i haven't used gradual textures because i don't know how to use them.

and this tank has special features :
it is the fastest of all my tracked tanks with ~7.0 m/s in algodoo.
it also carries over 2000 pieces = max details
and it has an additional machine-gun turret (see controls below)

This tank cheer amount of time to make, that includes that there is certainly mistakes that i can't correct. at least not immediatly.


commands : [left],[down],[right] / [page up],[page down] / [ctrl. + page up],[ctrl. + page down]
tracks : yes
removable turret : yes
suspension : full
crashable : no
+ machine-gun turret!

any suggestion on what to do next? let me know in the comments
Last edited at 2015/06/13 10:44:01 by crash boy
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Nice model, but:
1) very not opimised, it runs to slow
2) it weighs 90 kg:s
3) too simple chassis, you just used axle as engine<_<
1) it's due to the amount of details. thing that i can't really improve if you want HD models + the number of mobile parts for tracks had already been divided by 2. and i shall remember you that the scene is running at 220Hz to improve behavior realism.
2)what you wanted be to add weight to get it more realistic?
3)what do you mean "too simple" you want me to complexify something like this? that is already running slow? and the day some one good enough to give me a good engine with speeds and all the stuff, i'll add them. but this means more parts..... and less speed.

and if i use axis as engine it's mostly because, a simple point of tracting on those tanks ain't enough to pull them, it's generally not powerful enough or when it is, it get the tracks to glitch = increase of sim/s (Hz) = less speed when playing.
Last edited at 2015/05/09 21:53:11 by crash boy
1) Merge same polygons.

2) yep, make real weight. Your tracks will be faster with density 2000-3000 kg/m2.

3) You can just use scripted axle. For example: motorTorque := 10000 - (scene.my.speed) * 100. You need to use scene.my.speed in driving wheel.

Try to make scenes on 100-150 hz
i'll try on the following model, should be en amx 13, and i'll see how it behave.
though, i didn't know axis could be scripted.
Everything can be scripted in Algodoo, though you'll need to use scene.entityByGeomID(readable(owner)).geom0 (which is quite advanced) or scene.my.speed. But I don't see the point of doing what eanayayo says though.

More density makes objects less compressible, and makes axles connected to them more rigid. Also you can do something like in my simple tank (just browse on my scenes) and you'll have even more traction
>"But I don't see the point of doing what eanayayo says though"
I'm not so good in Thyme(and English too:bonk: ) but I can make good tracks and transmission as you can see.
I meant the "10000 - (scene.my.speed) * 100" part. yeah, that'd give smooth max acceleration, but if you're going to use axles I wouldn't even care :lol:
I prefer to use scripted axles(not spawn engines) + gearbox. I usually try to get max simulation speed. So HIS tanks would be better if he even use smooth acceleration(simplest way is bendConstant)