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i taked it to destroy!
it was a great crash! XD:tup:
in fact, the models were made a long time ago. so i have been able to post them all in the same time.

also, for the quality, thx, and here's an explanation :
visual : that's because i use HD photos from tank games such as WoT or War Thunder, so i can add a lot of details.
realism : i also study some of the characteristics of the real tanks, including the suspension systems (but not for all of them) (i guess the most realistic one is the centurion MkIII.)
adding tracks, and a better suspension (and in fact rework the entire tank and remove the "crashable" feature) will be done, but, i can't add a working gun : the models i make myself are not stable enought to be placed on my tanks + i can't really add a drum magazine, it would be way too complicated.
although, if you wish to make one, you shall not use this model, because the new one will have more realistic dimensions.

i don't really know when i will do that but it'll be done.
Last edited at 2015/03/21 08:30:08 by crash boy
fine, next tank will be t-90ms.
but can you plz explain how to make those gradient texture, i saw some on other's scenes but never understood how to use 'hem....
Nub Nub :

Ho crap! calm down. what i could add would be hatches or more realistics details but gearbox and spring (or however it works) engine is out of my skill range. all i could make is spring explosions XD

but if i get to make a stable engine, a stable gearbox, a stable gun, etc... i will add them to the tanks (stable = it won't explode when starting)

after all, every model i make is meant to be rework until i reach the perfection
Faudrait que tu m'explique comment tu fais. ça fait un moment que je teste des modèles de canon sur Algodoo et j'ai jamais réussi à obtenir de truc stable sans monter la fréquence de simulation à 1200Hz pour les AP et 500Hz pour les HE (qui vont moins vite)

et pour le canon auto stabilisé. j'ai ouvert un peu ton char mais j'ai pas compris comment t'as fait.

sans dec' mec (hey ça rime!) si tu pouvais me montrer comment tu fais ce serai génial.

voir ce que je fais > http://www.algodoo.com/algobox/profile.php?id=11130
fucking genius
1) it's due to the amount of details. thing that i can't really improve if you want HD models + the number of mobile parts for tracks had already been divided by 2. and i shall remember you that the scene is running at 220Hz to improve behavior realism.
2)what you wanted be to add weight to get it more realistic?
3)what do you mean "too simple" you want me to complexify something like this? that is already running slow? and the day some one good enough to give me a good engine with speeds and all the stuff, i'll add them. but this means more parts..... and less speed.

and if i use axis as engine it's mostly because, a simple point of tracting on those tanks ain't enough to pull them, it's generally not powerful enough or when it is, it get the tracks to glitch = increase of sim/s (Hz) = less speed when playing.
Last edited at 2015/05/09 21:53:11 by crash boy
i'll try on the following model, should be en amx 13, and i'll see how it behave.
though, i didn't know axis could be scripted.
http://www.algodoo.com/algobox/details.php?id=96696#comment_content_id_178199

for the realistic wheight... well that's kinda hard to get the weight for a group of polygons in algodoo

as much as i know, all keyboards have those 2 keys.
though i'll add the possibility for users to change de commands in the scene itself.
that is soooooo accurate XD

@supermarbles_
that was just useless
tell me how. then i'll do it
i'd like you to do so, just to see how you manage.
i agree, the tank's weight is more realistic + the suspension behave more like it should
though the tracks are about to break out when you reach top speed. i'll try to re-rework it and see what i can do with the tracks.
@drcreat ivity
'cause i don't plan on makin anything else for the moment.

@eanayayo
i thought it would be the solution but the quite big size of the track parts make it look really weird when the twin segment method is used.
Last edited at 2015/06/18 09:00:35 by crash boy
i tryed and here are the results :

top speed before tracks break down : 11.3 m/s
updated the scene
200 hz at 170 the tracks break down earlier
though, even at 200 hz the sim is quite fast.
ok, ok ok ok....

so first.... well done for the speed
second, wait what? how could this jiggery-pokery of axles can make that gun stabilized?!

you'll have to teach me. oh dude please do that.
god dammit it seems you like making strange experiments on this poor AMX 13

though, the exhaust isn't placed here. it's here ( http://i.imgur.com/wfXlR8T.jpg?1 )
the part you use as an exhaust is actualy for equipement storage.
Last edited at 2015/06/20 10:46:55 by crash boy
thx a lot
oh i get it. it's pretty simple in fact. thx a lot.
the shells fly away as we try to move backward
+ well, the strange stuff on the back seems to work with the breaks not sure it's meant to.
excelent work, but :

i just noticed that the explosive in your shells don't disapear after first explosion, making multiple explosions possible from 1 shell