Gunpowder

Discuss scenes and videos made with Algodoo.

Re: Gunpowder

Postby Nait » Sun Mar 28, 2010 2:46 am

Not early but morning, yesterday it was "It' been a hard days night", if you know what I mean.
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Re: Gunpowder

Postby Chronos » Sun Mar 28, 2010 4:16 am

link0007 wrote:Talking russian on an international forum is terribly inpolite.



And stop getting off-topic.
TheWinkits wrote:They both looks of cuking amazing
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Re: Gunpowder

Postby Nait » Sun Mar 28, 2010 4:40 am

Chronos
Well you are right.
I get one idea, what about spawning some small balls with attraction, they will be like layer of soot. It will only lag more, but only at first moment of shoot i think (only think because I have problems with Algodoo now).
And before reloading it will be necessary to clean barrel from it, with cleaning rod and ???(in russian somthing like clots)
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here they are at down right corner, fourth and fifth from down.
If you want I can edit it and make english texts. ;)
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Re: Gunpowder

Postby Nait » Sun Mar 28, 2010 4:47 am

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Re: Gunpowder

Postby Nait » Sun Mar 28, 2010 4:52 am

And i forget one more type: Carronade
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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 6:21 am

Nait
Ohh man you make really good work abour gunpowder and cannon types, but english-speaking people can't read russian texts on pictures :D

i'll help you to translate terms if needed



What hard nights you speaking about? Drinking and girls? :D
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Now, in case of war, I can go to Airborne.

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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 6:22 am

Chronos wrote:
link0007 wrote:Talking russian on an international forum is terribly inpolite.



And stop getting off-topic.



why you so rude?
people here just 4 fun! :D
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Now, in case of war, I can go to Airborne.

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Re: Gunpowder

Postby Mystery » Sun Mar 28, 2010 6:28 am

You were disobeying a mod, who was asking polity.
And staying on-topic is a rule especially out side of the living room, where everyone can see what you post.
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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 6:47 am

Mystery wrote:You were disobeying a mod, who was asking polity.
And staying on-topic is a rule especially out side of the living room, where everyone can see what you post.


Without your "corrections" would be much less flooding.
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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 8:19 am

Nait
try to increase density of powder and increase restitution
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Re: Gunpowder

Postby Nait » Sun Mar 28, 2010 10:43 am

cellers wrote:Nait
What hard nights you speaking about? Drinking and girls? :D

"A hard day's night" song of John Lennon
And I mean i was working on my new scene all day and all the night.
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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 12:31 pm

:clap: :thumbup:
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Re: Gunpowder

Postby Chronos » Sun Mar 28, 2010 8:54 pm

cellers wrote:
Mystery wrote:You were disobeying a mod, who was asking polity.
And staying on-topic is a rule especially out side of the living room, where everyone can see what you post.


Without your "corrections" would be much less flooding.

Without you going off-topic, there'd be even less. :thumbup:
TheWinkits wrote:They both looks of cuking amazing
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Re: Gunpowder

Postby cellers » Sun Mar 28, 2010 9:33 pm

Chronos wrote:
cellers wrote:
Mystery wrote:You were disobeying a mod, who was asking polity.
And staying on-topic is a rule especially out side of the living room, where everyone can see what you post.


Without your "corrections" would be much less flooding.

Without you going off-topic, there'd be even less. :thumbup:


Maybe just close the topic? :)
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Re: Gunpowder

Postby cellers » Tue Mar 30, 2010 1:00 pm

Ohh NAIT!
Make scene with battle mission on boats
like in PC game Corsairs
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Re: Gunpowder

Postby Nait » Wed Mar 31, 2010 10:20 am

Sorry that doesn't write two days but school began!
cellers wrote:Ohh NAIT!
Make scene with battle mission on boats
like in PC game Corsairs

I think at first I have to better gunpowder and all other, but I like your idea. :thumbup:
There are 2 problems to solve:
1. Destroy "fire", counting oncollide isn't too good, but I have solved it. IN scene.addcircle add
Code: Select all
controlleracc:=sim.time; oncollide:=(e)=>{density={sim.time-controlleracc>5?{density=0}:{};2}}

2. I've made 50 guncircles an code
Code: Select all
(e)=>{e.other.color==[1,0,0,1]?{scene.addcircle({pos:=e.pos; color=[1,0,0,1]}); oncollide=(e)=>{}}:{}}

And sim is running really slow, I think it's because it had to make if_then_else 200 times a second.
Some ways:
Make only 1 big particle
Make two circles bigger and smaller, and write code in smaller(like in my old cannon)
Cellers, and other, I think we can make a big research in this area, would You like to join and make collab?
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Re: Gunpowder

Postby Nait » Wed Mar 31, 2010 11:27 am

And one more.
Cellers and Chronos and Mystery, If you are writing here just to argue each other You all can got away and I'll close the topic.
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Re: Gunpowder

Postby cellers » Wed Mar 31, 2010 11:28 am

Nait wrote:Sorry that doesn't write two days but school began!
cellers wrote:Ohh NAIT!
Make scene with battle mission on boats
like in PC game Corsairs

I think at first I have to better gunpowder and all other, but I like your idea. :thumbup:
There are 2 problems to solve:
1. Destroy "fire", counting oncollide isn't too good, but I have solved it. IN scene.addcircle add
Code: Select all
controlleracc:=sim.time; oncollide:=(e)=>{density={sim.time-controlleracc>5?{density=0}:{};2}}

2. I've made 50 guncircles an code
Code: Select all
(e)=>{e.other.color==[1,0,0,1]?{scene.addcircle({pos:=e.pos; color=[1,0,0,1]}); oncollide=(e)=>{}}:{}}

And sim is running really slow, I think it's because it had to make if_then_else 200 times a second.
Some ways:
Make only 1 big particle
Make two circles bigger and smaller, and write code in smaller(like in my old cannon)
Cellers, and other, I think we can make a big research in this area, would You like to join and make collab?

sure! i think i can help you with sth.
Russian Elite Forces :D
Now, in case of war, I can go to Airborne.

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Re: Gunpowder

Postby cellers » Wed Mar 31, 2010 4:14 pm

Nait
i think you can solve this functions at one time (action array)
Code: Select all
   scene.my.gunexp(e.pos, [1, 0, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.63, 0.37, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.46, 0.46, 0.46, 0.6], 2.5, 0.18); 

like that:
Code: Select all
Scene.my.powderexhaust = [scene.my.gunexp(e.pos, [1, 0, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.63, 0.37, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.46, 0.46, 0.46, 0.6], 2.5, 0.18);]


and increase restitution of powder as i say above to 1.0!
This will increase the force of the shot 5 times!
The gun with the powder thoroughly penetrated the wall of that in your scene!
Image

edit
also i tried to use your @only oncollide powder@ - It is even more powerful
advantage - less lag at explosion
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Re: Gunpowder

Postby Chronos » Wed Mar 31, 2010 6:22 pm

Nait wrote:And one more.
Cellers and Chronos and Mystery, If you are writing here just to argue each other You all can got away and I'll close the topic.

You realized we stopped that days ago, right? :|
TheWinkits wrote:They both looks of cuking amazing
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Re: Gunpowder

Postby lollerskates » Wed Mar 31, 2010 11:40 pm

Chronos wrote:
Nait wrote:And one more.
Cellers and Chronos and Mystery, If you are writing here just to argue each other You all can got away and I'll close the topic.

You realized we stopped that days ago, right? :|

SHUT. UP.

This looks very promising. Mind if i use the gunpowder in a handgun?
Been here since ~Phun 4.22, but post very infrequently.

I mean VERY infrequently.
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Re: Gunpowder

Postby Nait » Fri Apr 02, 2010 10:14 am

lollerskates wrote:
This looks very promising. Mind if i use the gunpowder in a handgun?

Yes, but don't forget credit.
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Re: Gunpowder

Postby Nait » Fri Apr 02, 2010 10:16 am

cellers wrote:Nait
i think you can solve this functions at one time (action array)
Code: Select all
   scene.my.gunexp(e.pos, [1, 0, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.63, 0.37, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.46, 0.46, 0.46, 0.6], 2.5, 0.18); 

like that:
Code: Select all
Scene.my.powderexhaust = [scene.my.gunexp(e.pos, [1, 0, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.63, 0.37, 0, 0.6], 2.5, 0.18);         scene.my.gunexp(e.pos, [0.46, 0.46, 0.46, 0.6], 2.5, 0.18);]


and increase restitution of powder as i say above to 1.0!
This will increase the force of the shot 5 times!
The gun with the powder thoroughly penetrated the wall of that in your scene!


edit
also i tried to use your @only oncollide powder@ - It is even more powerful
advantage - less lag at explosion

I'm going and testing it!
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Re: Gunpowder

Postby cellers » Fri Apr 02, 2010 12:07 pm

When you're done post result :D
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Re: Gunpowder

Postby Nait » Tue Apr 06, 2010 8:10 am

Well your observations are right.
I have desided in next version I'll make timer delition, more restitution, "only oncollide construction", and I think I'm goin back to double-circle construction.
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