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Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 4:00 am
by Dare
Check Nxdt's heli. He has good joystick animation.

But yeh, let's go for a bit of realism here guys.

I say we make a Hind. Who's in?

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 4:13 am
by TC42
A quick google search later, I have to agree, Dare. The Hind looks awesome.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 4:32 am
by Dare
Official Project:
Mil Mi-24 "Hind"

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 4:42 am
by Dare
Found a good website of all the variants of the Mi-24 "Hind".

I say we settle on the V variant. Most produced, good weapons systems.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 8:55 am
by Someone Else
Rating: rated 5
Filesize: 38.82 kB
Comments: 0
Ratings: 1
download

Unofficial Project:
This^^, Random Helicopters With Unrealistically Powerful Weapons and Such
Hey, it's my first one that wasn't balanced with inertiaMultiplier. And that one was just a bunch of boxes with density engines. :thumbdown:

I built this,
Rating: rated 5
Filesize: 24.27 kB
Comments: 0
Ratings: 1
download
the thruster thing I spoke of earlier. I think the thruster I actually used is much better. And since I built this one, I can Phundamentalishtically allow myself to use it.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 11:37 am
by Under Ground
I'll get working on the skin ASAP

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 1:22 pm
by Kilinich
Dare wrote:Official Project:
Mil Mi-24 "Hind"


done ?

Rating: rated 9.1
Filesize: 1.87 MB
Comments: 62
Ratings: 39
download


p.s. it was much faster in 1.6.0, I hope new 1.9 will be at least the same.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 1:36 pm
by Dare
Yes, I hear 1.9.0 has up to 10X faster processing than previous.

And as for your Mi-24, no offence but it is just a texture with some great scripting.

We're going to get great weapon effects and some nice looks, but also ragdoll and maybe functioning cargo bay for extra stuff and soldiers. Not to mention functioning swash with cyclic and collective.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 2:23 pm
by Kilinich
Dare wrote:Yes, I hear 1.9.0 has up to 10X faster processing than previous.
And as for your Mi-24, no offence but it is just a texture with some great scripting.

Just a texture? Did you try crash it? :thumbup:

And about great weapon - shoot few rocket to the tower....

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 2:52 pm
by Under Ground
Killinich - Its great, your simulation, but people can still improve upon it.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 3:18 pm
by HavingPhun
Not to be off topic but I had a dream about the next algodoo last night it was amazing!

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 4:49 pm
by Dare
I bet it was. The question I must ask is why the hell did you post that here? :shock:

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 5:08 pm
by Nxdt
Ok guys done the bell 47. All it needs now is a ragdoll, I will add this since I don't really consider it part of the collab. But fell free to take ideas and ask questions.
Rating: rated 6.8
Filesize: 484.95 kB
Comments: 8
Ratings: 6
download

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 7:04 pm
by Someone Else
Rating: rated 5.6
Filesize: 478.77 kB
Comments: 2
Ratings: 2
download

Now, all it needs is a gun, a ragdoll, and a couple minor tweaks.
I didn't put the ragdoll in myself because I don't know what would control what.
Very interesting design though. I really like the mechanisms you used.

Re: Helicopter Collab

PostPosted: Sun Apr 17, 2011 7:16 pm
by TC42
I'm currently working on a gun, but the piece of !$?&*#?/$%)(*&^%!@^* doesn't work. It uses this code:
Code: Select all
{e.geom.controlleracc == 20} ? {
        scene.addCircle({
            pos := e.pos;
            radius := 0.25;
            color := [0, 0, 0, 0];
            drawborder := true;
            protractor := true;
            drawcake := false;
            vel := e.normal * 80;
            geomID := 32;
            collidewater := false;
            oncollide := (e)=>{e.this.controlleracc = 31}
        });
        scene.addpen({
            relPoint := [0, 0];
            color := [0, 0, 0, 1];
            size := 0.5;
            geom := 32
        });
        scene.addLaserpen({
            relpoint := [0, 0];
            color := [1, 0, 0, 1];
            size := 0.1;
            cutter := false;
            geom := 32;
            maxrays := 1;
            onLaserHit := (e)=>{{e.geom.controlleracc == 31} ? {cutter = true} : {}}
        });
        e.geom.controlleracc = 0
    } : {}


But it doesn't work. And don't worry about the controlleracc == 20 part, that is not the problem.

Re: Helicopter Collab

PostPosted: Mon Apr 18, 2011 2:30 am
by Someone Else
Add pos := e.pos to the tracer and laser code. Should work, but I will test it.

*testing*
*experimenting*

Hmm, that's not it. I have found multiple instances in the past in which you spawn a circle with a scripted laser, but the laser script does not work at all. So, just move the onLaserHit script to the circle onHitByLaser. It works.

And this code alone would amount to the worst gun I have ever seen... Terrible lag, and only one shot per round with some mechanical reloader even a few small code tweaks would make it fully automatic with +inf ammo.

Know what? I want to make a gun that spawns ammo that explodes on impact or after a certain amount of time. The explosion would consist of several circles that also explode on impact or after a certain amount of time. But less time and the components of that explosion only delete after some time.
It's a bomb that shoots out several more bombs on impact.

Re: Helicopter Collab

PostPosted: Mon Apr 18, 2011 2:47 am
by TC42
Someone Else wrote:Add pos := e.pos to the tracer and laser code. Should work, but I will test it.
Nope, it is relpoint.
*testing*
*experimenting*

Hmm, that's not it. I have found multiple instances in the past in which you spawn a circle with a scripted laser, but the laser script does not work at all. So, just move the onLaserHit script to the circle onHitByLaser. It works. I think that is is a glitch--the original code worked when you didn't spawn it :wtf:

And this code alone would amount to the worst gun I have ever seen... Terrible lag, and only one shot per round with some mechanical reloader even a few small code tweaks would make it fully automatic with +inf ammo. I didn't give you the full code. I just gave you the part that doesn't work. The less you know...

Know what? I want to make a gun that spawns ammo that explodes on impact or after a certain amount of time. The explosion would consist of several circles that also explode on impact or after a certain amount of time. But less time and the components of that explosion only delete after some time.
It's a bomb that shoots out several more bombs on impact.


Spoiler: show
This is supposed to be a bullet that cuts whatever it collides with, like in Kilinich's scene.


Anyway, thank you very much!

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 3:40 pm
by Under Ground
Skin is done!
Rating: rated 6.1
Filesize: 157.77 kB
Comments: 1
Ratings: 3
download

Ive featured the variable rotor pitch, spinnable rear prop. and folding gear. It also has an amiable gun turret on the front, which I forgot to motorize, so it now hangs down.

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 5:23 pm
by Dare
Wow, that is certainly very nice!! :thumbup:

P.S. No need for gears, gun or rotor head. All of those will be built on later. I just want skin, and it's just fantastic!!

I hope you don't mind, I might do a bit of modifying. Can you make a few different camos please? You are now lead
mock-up designer. :thumbup:

Great job.

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 6:32 pm
by Someone Else
I'll download it when I can. And maybe add some stuff of my own... :twisted:

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 6:44 pm
by Dare
Someone Else wrote:I'll download it when I can. And maybe add some stuff of my own... :twisted:

I know it's hard for you not to mod everything you see, but unless you have a specific contribution to the collab, please don't bother. :thumbup:

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 7:20 pm
by Under Ground
Im very happy to take up the role! What sort of camo's are you looking for?
And Yes, Im more than happy for you to modify anything you wish to!

Re: Helicopter Collab

PostPosted: Tue Apr 19, 2011 9:06 pm
by Nxdt
Nice camo, mabye you could invent a Helicopter collab skin for it, for that added touch.

Re: Helicopter Collab

PostPosted: Wed Apr 20, 2011 1:04 am
by TC42
I finished (mostly) my weapon in progress. I added a simple helicopter and a mission to showcase it.
Rating: rated 5.6
Filesize: 133.2 kB
Comments: 5
Ratings: 2
download


The bullets 'explode' on impact, and you can set some of the attributes of the cannon using the properties of the black box on the heli. The friction is the number of meters the 'shrapnel' will go, and the friction is the m/s/100 of the bullet. I kept the speed low for good collision detection.

Under Ground, that skin is very good. :thumbup: It looks very good as is, but I suggest that you use gradient textures instead of making it completely geom-based.

Re: Helicopter Collab

PostPosted: Wed Apr 20, 2011 4:28 am
by Dare
That is seriously cool. The cut is perfect and there is no lag for me. I just can't get over how awesome that is :o

This would probably be better for the missiles I think though?