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The gas piston fails almost every time because there's a box that collides with the piston's lock-thingy (the box that the laser points to). Also I prefer using a motor instead of a spring in the lock
Also, beautiful bullets! :lol:
I'll give 10 anyways, it's a little mess with the collision layers I guess
Good scene, although i don't know if it's my computer, but in most of the jumps and loops like 10 balls of fuel and engine just went flying and also the last track is too rough for going to more than 230 Km/H, so sometimes a piston blew up.
Apart from that, I like speed :devil: Just try to make your engines more stable and put timeToLive for the engine balls in case they get out of the engine (like half a second or even 1 secons is OK)
It's pretty inefficient because the pistons are not staggered, so when the engine has to start tugging it can stall easily
It's not overpowered. It can handle only 1500 Nm and it has 512 cylinders. For comparison, take that a spring engine can have virtually infinite torque and power, but a collision/bounce/spawn engine or other can't if you don't raise frequency. So my 16 cylinder spawn engine IS weak and has 3500 Nm at a real size, but your 512 cylinder engine doesn't get to 1500 Nm and it's made of springs

I guess you can improve it, but you'll need to put frequency higher (100 Hz, please :D ) and densities and all that
OK, if you put 35000 on the spring script, correct an axle that has legacyMode 1, write sim.limitAngVel=+inf in the console to get rid of the angvel limit, and set frequecy to 100 Hz, you may be getting 9000 Nm. still too little for a spring engine
The fire rate of this is pretty weird for a shotgun so the recoil of this would kick you hard in auto mode. But it's awesome :tup: 10/10
wat?
Care to explain what it does? It looks good, but I can't tell
Your animation is kinda bugged in the cave, because the background is not sky-colored. Other than that, you forgot that V is the wind brake, and there's a bug where the fuel has to be under pressure or the engine won't work.
Xray, the tachometer displays the rad/s.
You should use update or postStep to measure ang vel. You just put (e)=>{Scene.my.whatever = (angVel < 0? -angVel:angVel)} and you have it always positive and without lasers
Whoa, so much comments :D
Thanks, Xray! I've done one before, but it didn't look real
Vaidas, sure, you can take it
Lucas, you can use a boolean variable in the axle, like motor = {Scene.my.whatever}. Mind that it has to be true or false.
Or you can use that weird entitybygeomid thing, but I'd ask Xray with that sort of things :lol:

Thanks all for the comments. I'll try to improve some things
Sure, but the effect of the blades going back and forth the axle can't be done here. I've done something similar in my lawnmower
Whoa, it looks very good!
Can you try adding some blur when it spins fast? Maybe you can make it with edge blur
He already did, he has a tutorial about how to make gas pistons.
Good gun! The burst sometimes counts three instead of two but nothing more ;)
Or you can use shift when you're making the circle so that it's perfectly at zero degrees
that's not 2 speed, but forward and reverse. Cars with 6-speed gearbox have 6 forward gears and a reverse gear, but they name the gearbox as 6-speed, not 7
Whoa that looks good! You could work on some texture or boxes on the fan's belt with the fan script to make it look better
You know, I've driven one of these once. The speed is quite realistic but if you want it to have real max speed you can lower the 3rd gear radius and it will have better acceleration :tup:
The weirdest thing of the T's was the steering for me, if you turned too much the wheels moved like a spring :bonk:
Also can you get rid of the killer planes? 10/10 anyways, the textures look REAL good!
Yeah, I was thinking that
It's not so useful if it doesn't return to it's original position after going to support mode. Also try to make it stronger, it seems too stiff
I thought that changing the last gear's radius was enough. But it's OK anyways.
Gent you're right there, it's crap. But the best part of the T was the starter :lol: you don't have to care for the battery cause you don't have one. New cars should have something like that for emergency :bonk:
Dustville, I didn't have one (i'm still pretty young) but the one I drove was from 1925-26 someone told me. it was black roofed.
In Argentina, Ford has a secondary school inside the factory and we eat with workers, and sometimes we go to the factory. We had an exposition and we had to get it inside the school from the factory, so they told me because of luck :D there was smoke everywhere after that
Anyways, an old old car would be the ford C (first californian Ford) which is from 1904
You're using thrusters. What if you find out that your engine has too little power? you add force to the thrusters. That would be the same than putting a motor axle instead of the whole "engine". So you should make the spring stronger so that you don't need thrusters (OR make a spawn or collision or bounce engine) but that has a more complex acceleration system. For example, I've made a w16 that had 3500 Nm, and vaidas made one that had 7000. this engine has infinite, and you didn't make an effort to do it
Try putting 50000 N/m to the spring constants and -0.1 to the damping
and density 300 to the cylinders
I've made a spawn engine that had like 8000 rad/s at 1200 Hz...
Yes, I mean that it's not really "challenging" to make an engine with thrusters (unless you put them on the cylinders). but I won't bother if you don't want to
It's too weak for any practical use, but maybe you can add lots of those arm thingys that engage (or whatever thay're called) and it would be stronger. Looks good as a concept but it needs time
sorry 12000 hz. Anyways you can place the pistons well with the grid
Oh cm'on
what's next, a dragster T?
Not quite reliable at burst (got 5 jams) but it's just a chambering issue. Semi works perfect and auto sometimes jams. But i like it
120000 Hz? you kidding?
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