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Super Transmission GT V8 Showcase

Image:
screenshot of the scene

Author: Ky13harbor9

Group: Default

Filesize: 314.96 kB

Date added: 2012-01-28

Rating: 5.5

Downloads: 2205

Views: 630

Comments: 5

Ratings: 2

Times favored: 1

Made with: Algodoo v2.0.1 Edu

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Well, It's been an while...
Last upload was that escape, nothing new there. This new transmission system is overly complicated to create "and" logic. It's a little laggy after SIGNIFICANT de-lag. (bout 92% on my 4.2 GHz Core + HD 6850 (and I know that's not very good info))

But Anyways:
The whole system is revealed behind (left of) the car, take a peek at my failed scripting! :lol:

Should shift up and down relatively reliably. Sometimes stalls to early shifts to second. Dashboard is super accurate, and that little thing in the middle is a G-Force Meter, believe it's the first one I've seen around the community.

The new system actually shifts in 5 (really 3) stages:
1. Release Clutch
2. Idle Throttle
3. Shift Up
4. Resume Clutch
5. Resume Throttle

It was a pretty big pain, about 40 hours of work (mostly testing) but here it is! Enjoy :lol:


Controls:
Up- Accelerator Pedal
Down- Brake Pedal

That's it!
Transmission takes over from there




Teh Blah's:
I'd like to see even more auto transmissions so I put up my designs for analysis and reverse engineering. The way it works is it incorporates "and" statements which I do not know yet how to use, much less combined with if structures. So instead I set up dozens of variables, at least 100 shapes and all that crap behind the car.

General Ideals:

Up Shifting-
High RPM of engine > 500 - speed of car ? {start upshift sequence}

Down Shifting- Low RPM of engine "AND" speed of car < Gear-Dependent Speed Threshold ? {start downshift sequence}

I use general step sequencers like the Paradigm cannon's Except the latches are controled by a length-script spring so that when the {start sequence} is activated, it extends the spring thus starting the sequence circle spinning.

As for the circles glued to the circles, oncollide scripting only activates when objects FIRST collide, not while they are colliding at any time. L4Z0Rz activate the script every frame. That's why I have it like that.



Thanks for reading! (lol nobody will)
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Wow, way over complecated;) but it works. :tup:
To avoid lags and make it more reliable you can:
1) use bend hinges instead of springs in instruments arrows
2) use readable instead of collision rpm-meter
3) use springs instead of bars in transmission
It works, but the rpm isn't very stable.
The engine stalls quite fast at accelerating, but when it's going it's pretty fast.

Btw: I don't have much lag (running @ 61% real-time).
Thanks for the comments!

@ Killinich
I'll see what I can improve
How do you start the engine???:lol:
Nevermind, I found it!:lol:
But the Tachometer is very unstable!

10/10 dude!:angel: