artillery contest

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artillery contest

Postby mold999 » Sun Jan 02, 2011 5:48 am

in this contest, you must make an artillery unit.


requirements

-must auto-reload, with 5+ shots
-no thyme
-must be able to rotate the barrel


scoring

you will be scored depending on...


-power of the shot (measured in algodoo with the graph. it will be measured in joules)
-ability to hit the same spot more than once within a 1 meter radius
-speed of reload
-ability to move with good maneuverability



your artillery will be tested on a course for the maneuverability.

post the scene with the name 'artillery contest entry'

the contest ends January 6

good luck! 8-)

ps- ill PM you if you win the contest.

Rating: rated 5
Filesize: 26.21 kB
Comments: 0
Ratings: 1
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Last edited by mold999 on Sun Jan 02, 2011 6:51 am, edited 4 times in total.
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Re: artillery contest

Postby RicH » Sun Jan 02, 2011 5:52 am

You should show the course so we know the scale.
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Re: artillery contest

Postby mold999 » Sun Jan 02, 2011 6:04 am

ok, i need to upload it
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Re: artillery contest

Postby mold999 » Sun Jan 02, 2011 6:14 am

i just uploaded it to the scenes. check it out there.
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Re: artillery contest

Postby RicH » Sun Jan 02, 2011 6:28 am

Rating: rated 5
Filesize: 26.21 kB
Comments: 0
Ratings: 1
download

Put it in the first post.

Btw, make a box so we all know how big the artillery should be. We can't just guesstimate the size.
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Re: artillery contest

Postby mold999 » Sun Jan 02, 2011 6:44 am

got it. im a noob, so thanks.


and how do you save the scene to these?
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Re: artillery contest

Postby Someone Else » Mon Jan 03, 2011 7:09 am

I am going to enter, but I am not done yet. Hopefully, I will be soon.
I will post my creation here as soon as I am done. :)

I think this is not such a bad contest. Not excellent, but somewhere in the middle.

If you are wondering how to implant a scene in a post, copy the scene tag on the left side of description page for the scene and paste it here. I will look something like this:
Code: Select all
[scene]47621[/scene]

Hope that helps.
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Re: artillery contest

Postby Rideg » Mon Jan 03, 2011 1:54 pm

Damn no thyme. :/ I could make a artillery turret that could hit an ant from a distance of 10km...
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Re: artillery contest

Postby RicH » Mon Jan 03, 2011 3:12 pm

You rely on Thyme too much.
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Re: artillery contest

Postby Someone Else » Mon Jan 03, 2011 5:32 pm

I rely on zero Thyme. Aside from the occasional onCollide e.other.collideSet = [some constant], I am completely Phundamentalist. I only tolerate collideSet because it is the only way to simulate something moving in the third dimension. In other words, I only use scripts to help simulate some spatial mechanism.

And I could also build something that could hit an ant ten kilometers off- assuming the ant wasn't in a hole. It would simply roll a really big circle down a really, really big ramp. But the default positions for the killer planes only give you two kilometers.
But that's not what I will be submitting. The only way to get a ball of such colossal size to fit within that box in the scene would be to hinge together a gazillion parts, which would lag horribly and be squishy. Besides, it would totally fail against the requirements.
But I won't even build that. My thing probably won't even shoot 100 meters, but it will fit in the box and get its power from springs, as opposed to gravity.
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Re: artillery contest

Postby Rideg » Mon Jan 03, 2011 5:57 pm

RicH wrote:You rely on Thyme too much.

I could do something similar without thyme but I could make a ballistic computer to calculate how to aim the artillery to hit a position.
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Re: artillery contest

Postby davidz40 » Mon Jan 03, 2011 7:25 pm

Very interesting contest, I think I'll enter. :thumbup:
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Re: artillery contest

Postby Someone Else » Tue Jan 04, 2011 12:29 am

Rideg wrote:
RicH wrote:You rely on Thyme too much.

I could do something similar without thyme but I could make a ballistic computer to calculate how to aim the artillery to hit a position.

*ahem*

Rating: rated 8.9
Filesize: 291.56 kB
Comments: 20
Ratings: 31
download


Sorry, you don't need Thyme for that.
(I just had to.)

But anyway,
Rating: rated 5
Filesize: 121.99 kB
Comments: 2
Ratings: 1
download

here is my entry.
It's not great, but it works. :)
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Re: artillery contest

Postby mold999 » Tue Jan 04, 2011 3:54 am

uh, not to burst your bubble or anything someone else, but your artillery flies backward and kills the plane. it also sort of gets messed up, i dont know what the problem is. pm me or post here again if you think its working fine. ill check it out again.
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Re: artillery contest

Postby RicH » Tue Jan 04, 2011 4:19 am

What version of Algodoo are you using? It works fine for me.

Also, await my artillery.
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Re: artillery contest

Postby Rideg » Tue Jan 04, 2011 4:23 am

Lol you think I haven't seen conundrumer's scene? That's one of those you can't miss, plus, I never said it was impossible to do it without thyme I just said that I could do that. :problem:
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Re: artillery contest

Postby mold999 » Tue Jan 04, 2011 4:39 am

i might have an older version. can you judge that scene then? use the graph for the total energy and accuracy. you know how to do the rest, i think. thanks.
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Re: artillery contest

Postby RicH » Tue Jan 04, 2011 4:41 am

Uh no. I would be bias. Just download the newest version.
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Re: artillery contest

Postby mold999 » Tue Jan 04, 2011 4:43 am

got it. im downloading now.
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Re: artillery contest

Postby RicH » Tue Jan 04, 2011 4:49 am

Btw, shouldn't we have like, a target for the artillery. Just to get a visual of how powerful it is without the use of the graph?
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Re: artillery contest

Postby Tank2333 » Tue Jan 04, 2011 4:59 am

hm scoring by joule is kind of lame
if i would make an exploding bullet than it wouldnt count
only the mass and speed of the bullet would count

hi richy ^^
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Rating: rated 7.3
Filesize: 130.15 kB
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Ratings: 8
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Re: artillery contest

Postby davidz40 » Tue Jan 04, 2011 2:04 pm

Computing range mechanically does not need to be so complicated, here with air friction:
Rating: rated 6
Filesize: 43.56 kB
Comments: 5
Ratings: 5
download

And btw if You want to judge power by kinetic energy, make some mass limit for cannon or for bullet.
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Re: artillery contest

Postby mold999 » Wed Jan 05, 2011 12:56 am

ill still measure in joules, but i will make a target, rich
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Re: artillery contest

Postby p.jackson » Thu Jan 06, 2011 12:02 pm

hope it's not too late.
Rating: rated 5
Filesize: 485.71 kB
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Ratings: 1
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if only algodoo can create breakable fixjoints...
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Re: artillery contest

Postby Rideg » Thu Jan 06, 2011 7:06 pm

I'm working on a huge Naval artillery. It's not going to e finished soon but I'm working hard on it.

Here's the energy of the projectile 3.8m from the barell: 53116297.562 Joules. A real projectile have around that times 14 :shock:
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