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looks great!
Great design, great idea. Didn't test accuracy but anyway 10/10
These rockets are conundrumer's, not mine :lol:
overall really good, but i would work on the AP shell explosion cause it's weird.
You are really good at making weapon skins!
Try to use some warhead in your weapons.
7/10 because it doesn't make anything except looking good.
14.4
A W E S O M E
the most basic explosion is by spawning bunch of circles. hey'll collide with each other and fly away in various directions.
Awesome. I'll never know scripting so good._o_
gravity does not affect it (at least not much)
Edited warhead to make it look more like real nuke. Explosion is big so zoom out maximally to see it and avoid big lag.
I consider using 8 MIRV warheads like in real trident, but it could lag too much i think.
Very strange. Downloaded the scene and works just fine :blink:
What are the readings of position, velocity and distance?
Last edited at 2009/11/12 21:53:40 by davidz
Do You mean it stil doesn't work :o
The engine was intended to disappear when turned off.
So is it working or not? Can anyone other than FuzzyPluto confirm that it works now?
The high density circle cannot collide with any part of the rocket except one repelling box on the top, and must have "no self - collision" on (heteroCollide := true)
Last edited at 2009/11/14 08:03:06 by davidz
Too many colors and a bit too chaotical construction for my taste:P Other than that, really good job!
9/10
I know that new engine is a bit shaky, i'm working on it. But are there any other problems?
OMG Now I don't really understand anything. Works perfectly for me.
The box HAS to disappear, but when engine turns off.
It seems that engine turns on/off without any reason.
:( :( :( :(
And there is no target, Controller acceleration of the box with laser indicates distance from the launcher where missile has to hit (1 = 1 meter).
This walker is identical to my design. Giving credits doesn't hurt.
[scene]29998[/scene]
Last edited at 2009/11/16 18:44:17 by davidz
Didn't know that... But IMO both bounce and repulsion are not completely proper. I don't know how to name the force that keeps things from getting through each other.
great idea! Some of the sprites are few pixels off, but it may be fault of my graphics card.
I was expecting some real timekeeping mechanism...
8/10 because looks very good
it goes right:huh:
it seems that rotating circle not always turns the rocket. I don't know how it could not work since it's not a glitch or any script
these warheads are mine lol <_<
fun to play with
For me, missile follows the mouse. I couldn't find where to add any target coordinates. Is it normal behavior?
Now works. Awesome piece of script.
Maybe more physical turning mechanism like thrust vectoring would solve the problems with missile starting spinning rapidly at more sharp angle changes.

still 10/10
p.s
i'm working on AA sidewinder-like missile too, i have engine and some needed equations on paper yet ;)
High lag proves that my video card is not decent lol :lol:
1st missile works, but the second one breaks :s
THANKS!!
I'm trying to make cruise missile for week and still fail. That'll definitely help me! :*)
Speed of collision of this part is not crucial to accuracy, but maybe some every-fps collider could give me enough performance boost to make AA-missile.
Last edited at 2009/12/11 08:38:24 by davidz
putting credits really doesn't hurt :/
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