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Is there a way how to lock shortcut key? so it will work always like in play-mode
Perfect! :tup:
eanayayo:
One word. HOW?
Thanks for quick response
- So no hinges, but is i working with fixed connections,glue?
- I want that two geoms will be glued/fixed/connected by hinge if they are close enough (trailer fifth-wheel coupling, excavator with attachments, and everything that need strong coupling)
- Can i force object to glue together by script?, or spawn additional two object that each will glue itself to part, then, hinge them together?
- But you can spawn springs, i think, wasn´t there a "spider-man like" scene where springs attach between player and mouse?
Scripts are normally unlimited loop
It was looking like this
Every click of mouse you made another spring and with some button you erased all
Won´t help me, i cannot respawn whole truck and trailer every time they de-/couple:D
It is not wrong solution, but not what i wanted
(this coupling is already working and I made it for toni scene)
Spawning lots of object cause lag, and i´m not sure if i could respawn toni´s truck with spring engine (and with same details as engine RPM etc.) without blowing up whole scene
Thanks s_noonan:tup:
- "color of just part of an object" What? )|(
- If you use half-white half-transparent texture, you can additionally add color to white
- If you use black-white texture, you can add color again, but only white will change
(Is is just sum of RGB color model, add red color to blue texture and you get purple geom)
How did you edited that thumbnail?
Everytime I try that myself it just broke:/
1. Thanks :tup:
2. I think this should be automatical, can someone fix it?
3. So that is why you have so much subs?:P
4. I didn´t know i was approved to do that
5./6. What is the diference between .phz and .phn?
7. I knew
8. It is old scene, it should be in kW, I will fix it in new one
What do you think about it? Does it have use?
9. Thanks
10. I´m your fisrt sub:D
Oh, so it is just like in my An-225 scene :lol:
But it is possible, isn´t it?
I know, i answered, but i don´t know why it had disappeared :huh:
10/10
173 score, then it was too fast for me:lol:
Also i found bug:
- If you press down and up at same time, you can burn asteroids with engine exhaust, but it can save your ship
- This is SIMPLE only visual braking effect, that have ONLY 2 lines of code (see older scene, this newer one is for kids, because older version can be powered only by engine, or another coaxial hinge,and can be also used as handbrake if you toggle input), no variabiles etc.
- My old code in Dragster was similar to yours (except _tempAir), but command "clamp" help me to heavily reduce script
- Ok, i can add it later in another scene (_temp-_tempAir)ˇ2
and air temperature can be zero, because there almost no diference
(unless you are driving in hell where temperature is +-500°C )
Thanks! _o_
Can you make that game where dots are sliding down and you need to press button at right time?
how are channels working? Is it like layers in algodoo?
What is e.normal?
I was experimenting long time ago, but when Toni needed some strong connection between truck and multiple trailers, I finally make it reliable enough to upload
This is
first uploaded scene using this idea (previous version was using too much variabiles)
Do NOT "borrow" my code again steve (just kidding, use it if you need):lol:
Autodownload sounds dangerous, if it can download anything...
For example, download is allowed only from your algoboards site, where you can add database of sounds
Last edited at 2018/02/12 19:53:19 by JakubKubo
Sorry, if i had knew, i would do that, i fixed that now by editing:D
"Why can't you be more like your brother?"
Are you trying to tell me that X-ray is my brother? :o :lol:
Last edited at 2018/02/16 17:20:17 by JakubKubo
- nah, it is fine
- easy math: comments>rating for me too:D
- Coding is not elegent, it is as simple as simple-minded I am:D
- This truck is his "tatra" (truck uploaded in FB group only), I just made something similar to his, for comparision...his is way better:D
- What is "g" good for if you use it only once? Just wasted RAM space:D
- So it is scale that update text every half a second?

"low pass smoothing filter"
... sorry my english is not good enough to understand this:/

How to make high torque gearbox? Because it slips like crazy here, mainly at low rpm and high torque
I don´t know why, but under any load, it is freaking out for me:/
Do it have same problem as >this↓<, by generating additional torque?
If not, how you fixed it?
Also, how is code with % working?
n%(2*math.pi) means fraction of full circle right (360°)?
- Any N/m, any ratio, just when output torque is same/greater than input torque
For ex. Engine 5000N/m ratio 2:1 output torque 5000N/m, but torque should be 10.
000 (so it is not working like gearbox should)
-Looks too unstable to be used in engines because engines can not produce same torque in all time, and also when no torque is applied to this gearbox, it spins on its own
- I don´t know how to fix it...
P.s.: How did i made that arrow down symbol in link above??? )|( :bonk:
When you set "Motor" to 2000Nm "Brake" to 4000Nm at ratio 0.5 now,
it will turn ~3s, then stop for ~1s and repeat
(it stops while _sum is negative)
I didn´t look at how it works yet, so i used old +inf friction and +inf adhesion gearbox on my truck, which is also updated, now it use I4 combustion engine
(my first combustion engine that somehow works :lol: )
- What dyno you use and how you read the values?
- How you "force" widget to draw curve you want?
- This is my second (first I4 OHV in previous scene) combustion engine that have real size and weight and still can run good enough to be used in truck, but thanks for response. :tup:
- about curve...something like this or this?
- Some tips how can i get MOAR POWAH from it?
Theoretically:
- Longer rods > lower side pressure > less friction + better conversion of oscilating motion to circular motion
- Bigger flywheel > bigger lever > more torque
- More piston travel > more time to convert energy from particle to piston
- Bigger bore > bigger particles (but let´s keep it in real size...)
Correct me if i am wrong
This made so it is close Sgt.CheeseCake´s scene
I don´t like this too, so v.2 will have:
- guns, rockets, bombs, afterburner
- better fighter model, background, details
- flaps, wings will slip through air like it should (this is too much, i know)
I want that you need to be on edge of stalling when refueling like real fighter (so you will really need do use flaps to prevent stalling)
Thanks for response Linkage: :lol:
- great dyno, already figured it out
- scene.my.rpm works better tha independent e.other.angVel for each "spark" isn´t it?
Because when i use something that "load" value from another object scene starts to lag
- You forget to save your graph, you just made links to my graph again
(login with google/YT account):D
- Rod length is now same as flywheel radius, will increasing help? Because now it look that in lowest point piston have great de-/accelartion
- What do you think about hinge using graph that adjust torque (=green output of graph) from rpm (=input X of graph), thus adjusting power of hinge (=red output of graph)
- Undersquare (Z/D<1) mean wide piston than move only a bit up and down, right?
- Particles 2-times bigger gives 5-times more torque, and engine was made for this, work pretty stable for me, pistons next to each other have different collision layer
(expect low RPM, but i will fix that)
- Braked axle with 1e-30 will freeze whole thing at higher frequency of sim (don´t know why), I found out that 1e-39 is max that will NOT freeze at 120Hz but i´m used to use 1e-10, for timing i use bendTarget to adjust ignition (actually neutral = 0)
- Ok, i will try that negative adhesion trick, but shouldn´t POSITIVE values stick keep piston inside? :bonk:
- Layered pistons, negative adhesion, many V-shapes, everything light, got it...maybe!
Do you have FB account? YT account? Or just mail? I think chat will be better for this...
Okay, let´s start typing numbers, because i´m a bit lost there :lol:
- 1. I use scene.my.rpm as output for display so updating every tick is good, but if you are loading onCollide event it still only happen once per revolution, scene.my.rpm or e.other.angVel so not make change in this, i think, that loading one number (variabile) is better than load 4 different numbers (on each spark), even without using any variabiles
- 2. Do you know you can use sliders to change that graph i made?
- 3. Not braking engine, look at my "math + hinge" scene
- 4. I just wasn´t if "slighty less" mean "a bit of under-square, but only a bit"
- 5. Stop laughing at my engine! I raised it like my own...algodoo child?:lol:
Yeah, i will use negative, of course. It just make no logical sense to me because adhesion is "sticky" so if cylinder walls are "sticky" then it should hold piston inside.
But if adhesion is negative, then it is like "restitution", but in both cases forces work agains each other, so it will cancel that side forces....i think :bonk:
- 5.1 So top "cover" is actually part of engine? I didn´t know ybout that, i though that "house" shape is enough. Thanks from now on i will install 5-layered covers on top :tup:
- 6. But if i want more toqrue instead of rpm i can use layered pistons?
- 6.1 how much density of part will affect engine? Sometimes heavier is more stable, sometimes it can ruin engine...So keep only flywheel and rods (or use springs?) at high density?
hangouts.google.com ?
I never heard about it:o
Add me:D
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