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woow nice :cool:
Last edited at 2009/07/25 06:46:03 by KarateBrot
why should we run this on 600Hz ?
thx for the tips
yeah ok good idea. i've never tried to make a cannon with spawning projectiles :*)
yeah but whats meant with 600Hz? 600 times the pc checks for collisions etc per second?
nice!
i was wondering... how do you make the water shooting out at such high speed? :bonk:

[edit]
Oh, ok. I figured it out :)
Last edited at 2009/07/25 19:49:38 by KarateBrot
G.R.E.A.T.
That's what I was looking for because otherwise my rocket with a water engine only can accelerate to a maximum velocity. The spawning water brakes the rocket. With this it can accelerate without a limit.

_o_ _o_ _o_ _o_ _o_ _o_ _o_ _o_ _o_
cool and how can i set it to 600Hz? :)
GREAT!!
I've got a javelin rocket that often got stuck or wasn't very precise. Now if I run it at 600Hz it never gets stuck and nearly has got an accuracy of 100%
That's awesome! Thank you _o_

Are there more shortcuts like CTRL+ALT+1-5 ?

[EDIT]
Ah, I already found out that SHIFT+ALT+1-5 have got functions, too :*)
Last edited at 2009/07/27 15:13:54 by KarateBrot
yeah i know. the description says that i plan to build a more powerful engine;)

look at my new phunlet FGM-148 Javelin v1.0. The engine is way more powerful.
Last edited at 2009/08/05 03:04:14 by KarateBrot
next time choose linear gravitation so its stronger at distance and set the attraction to a small value ;)
Echt ne gute Idee

great idea :*)
yeah great work, micah ;)
nice thing _o_ _o_ _o_ _o_ _o_ _o_
i like the details 10/10
wow how does it work?:o
cool :tup:
oh yeah EXTREME spam :tdown:
the ball doens't pass through anything, not even through the ragdolls head, if you turn the simulation frequency from 100Hz up to 600Hz so 6 times more collision events are being calculated
wo.Ot? now i think my pc is very bad :bonk:
it's pretty simple. the system has got a given amount of kinetic energy. the projectile which shoots through the circles adds kinetic energy to the system. the higher the kinetic energy in the system the higher the velocity of the circles.
nice, very nice.
lol it's a funny game. very cool :coolgrin:
cool. i love the details. it looks really nice.
OMGZ!!!! Just awesome _o_
BAM! you win 9/10:D
yup that's a good idea. i will add this to "next versions will include".
Last edited at 2009/08/05 18:38:45 by KarateBrot
thanks for your tips.
i know it's not the best but primary i don't want to make a pointer. i am testing out something for the targeting system for my javelin. once implemented to it it should force the javelin to fly automatically towards any point i want to lock on. and if it's ready it supports two attack modes. direct attack to simply attack the shortest way and top-attack where the javelin rises 150m and then attacks the target from above. your phunlet is of course awesome and very useful but that's not what i wanted to build;)
I just looked at my "what-so-ever" and then got the idea "hey this could be a pointer" and uploaded it:D
Last edited at 2009/08/31 02:22:15 by KarateBrot
it just spawns circles that's how it works. most phun rockets work like this
Cool. It reminds me on my Javelin :)
Once everything is calculated and tested it will get a top-attack mode, too.
Last edited at 2009/08/08 08:10:09 by KarateBrot
Very cool :tup: I also had the idea with thrust vectoring for my Javelin but I decided to test out another system first. If it doesn't work good enough I also try out thrust vectoring but it will be a bit more difficult.
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