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credit haxor for the bullets.
control system is prone to jamming...
weirdly, i didn't even look at the design even once... only fallout game i played as of now was fallout 2(relic,didn't even know it was there on my dad's shelf)... apparently, looks like i ripped off the fallout 3 laser rifle(didn't seen that weapon before) without even looking at it...

EDIT: if you think small red bricks are ineffective, tell that to the gauss rifle, which shoots even smaller bricks and is still effective.
Last edited at 2009/12/16 16:12:50 by RA2lover
great - but AFAIK attraction should be 0.5 instead of 1.3(newton's law of gravity)
the script itself is easy to understand if you know what each part of it is for.
i understand, hovewer. that chain of brackets can really be annoying to check.

basically, instead of aiming in the missile's direction to the target's direction, it projects a point, on which the targetwould be if the missile hit. if it was straight on the missile's path if there was no airfriction and the engines were off, and continues from there. still, this makes precision to be problematic. a decent solution would be to change the distance to something more aceptable when missile is still within a decent aim, or just to change that part with a fraction of the time.
Last edited at 2009/12/16 17:28:02 by RA2lover
Updated the scene. it lost a small aumount of accuracy, but doesn't move weirdly for now.
NASA is from North america, not brazil...
and nice fake environmental-helpish exhaust.
it's missing a leg.
772 m/s just by reducing spring damping. could get better with negative damping
still, simple stuff wouldn't get affected by it, like the tradictional wheeled box car.
still, removing all the air from a scene would require a much more comlpicated machine.
high gravity center makes it prone to tipping over.
killing the boss reminds me of an old walkthrough for doom...

http://www.encyclopediadr … Protip.jpg
the problem is the byproduct of the thrust. imagine if the rockets used in space flight if they used baseballs and a baseball launcher for their engines. then the space would be harmful, because eventually high speed baseballs will hit thespace ships, and damage them easily. that's why most engineers prefer gases for the byproduct
treads are too loose.
still, it will have shakiness problems, and also, the issue of negative time values.
textures. boo!
you can use the for() function to eliminate multiple lasers.
that still doesn't change the frequency on which lasers are calculated(your monitor's refresh rate)
math.atan(e.normal(0)/e.normal(1))
giving credits doesn't hurt...

that was the spawner for my flying fortress...and you didn't even cut down its power, its got the same attributes!

even by then, you still failed. that weapon was chambered with(only) 1500 shots, so it doesn't have infinite ammo.

also, that wasn't the first. even before algodoo came i came with a ragdoll armed with a gun with potentially infinite ammo...

scene implies this is a shotgun attempt, but it doesn't fire like a shotgun.
Last edited at 2009/12/19 21:28:48 by RA2lover
GIVE CREDITS TO DEEP THOUGHT(for using e.this.themeaningoflife = 42)!!!

seriously, you told that you must do it.
not exactly. oncollide probes register on simulation steps, while lasers register on monitor refresh steps. so, if your monitor's refresh rate is larger than 100hz(default) lasers compensate. lots of lasers cause alot of lag, which can also make collsion probes inefficient.
lol, credits loophole...:lol:
nice one. never thought this was possible without playing the simulation beforehand.
use the edit button and upload another scene
nope. it's virtually impossible to create something as rugged and reliable as an kalashnikov in algodoo/phun
use something less prone to tilting if you want to use e.normal. also, use different collision groups for spawner and spawned, to avoid recursive fork bombs.
nice idea.
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