• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
Balto, I feel the need to point out that that design is called a Martin boxwing, because it was/is being developed by Lockheed Martin. Everything else looks great though!
[QUOTE=harrycarry250;35843591]How do you plan to keep the vehicle upright? not with the keep upright tool... At least I hope. Looking amazing though! Please tell me that you'll be putting a 1 cylinder engine in it!!! edit- update on the Landy. Now has a I8 engine! -snipping pictures-[/QUOTE] How do you all accomplish those engines? Been trying to and never got around to figuring it out.
[QUOTE=Balto-the-Wolf-Dog;35847224] [img]http://dl.dropbox.com/u/61950362/Marlin/gm_buttes0029.jpg[/img][/QUOTE] proper wing geometry hnnng
Thing I made yesterday. [media]http://www.youtube.com/watch?v=gu9EjAgkbJI[/media]
how are you getting those shocks to not lag slightly behind the movement of the bike? [editline]6th May 2012[/editline] even with parenting and all that jazz, I never got a pivoting shock to extend and work quite right
[QUOTE=RedReaper;35850829]how are you getting those shocks to not lag slightly behind the movement of the bike? [editline]6th May 2012[/editline] even with parenting and all that jazz, I never got a pivoting shock to extend and work quite right[/QUOTE] Its 100% holograms. The front has two holograms, one at the top, and the other is that black bar in the front wheel. These aim at each-other using the atan function(if you simply use toAngle, they will flip when pitch passes 90 or whatever), the shock aesthetics are parented to them. The bottom one raises on the Z axis based on ranger distance. The rear uses trig to angle the swing arm instead of ranger distance, and the same method as above for the shocks.
meanwhile on toshkent [media]http://www.youtube.com/watch?v=6EOrkERllfc[/media]
I'm currently trying to re-invent the pod racer, it's a nice little experiment [IMG]http://cloud.steampowered.com/ugc/576703458557035341/C62D89FB0278D0885B4AF3E983517F19FAFE17D4/[/IMG] [IMG]http://cloud.steampowered.com/ugc/576703458557036594/F0F8265BBCFC72ACB1B3C252B3FF2A47647DEE8B/[/IMG] [IMG]http://cloud.steampowered.com/ugc/576703458557028085/5FFF10BF449A6549CD18FBD9E55F391130525436/[/IMG] It would be awesome to see someone try the same thing :P
that's insanely hot. the pod itself where the person sits is a little tad bland though.
Yeah, that's because the engines already take up about 300 props.
[QUOTE=Sir Lulzalot;35849632]Balto, I feel the need to point out that that design is called a Martin boxwing, because it was/is being developed by Lockheed Martin. Everything else looks great though![/QUOTE] The Marlin bit was actually completely unrelated to the boxwing, marlin being the name of the aircraft and boxwing the design classification I am familiar with the design's origins, I just cited the "box wing" element of the design name and not Lockheed Martin (though Lockheed martin is awesome) [editline].[/editline] Damnit, now I have to go back to GPU and make a vector art skunkworks skunk and place it on the engines. [QUOTE=harrycarry250;35848380]I see in the shadow one skinny prop. I imagine it will be using fin tool and thrusters? Very cool![/QUOTE] Actually it will be fin and only fin.
[QUOTE=unrezt;35851147]Its 100% holograms. The front has two holograms, one at the top, and the other is that black bar in the front wheel. These aim at each-other using the atan function(if you simply use toAngle, they will flip when pitch passes 90 or whatever), the shock aesthetics are parented to them. The bottom one raises on the Z axis based on ranger distance. The rear uses trig to angle the swing arm instead of ranger distance, and the same method as above for the shocks.[/QUOTE] You are seven degrees of awesome. Not only did you answer my question but solved two persistent wire problems I had on other WIPs and I think I now know how to fix the treads. [img]http://www.healthforthewholeself.com/wp-content/uploads/2011/03/gold-star-2-1.jpg[/img] Sized appropriately.
Np. If you need further help, send me a PM.
[QUOTE=unrezt;35850788]Thing I made yesterday. [media]http://www.youtube.com/watch?v=gu9EjAgkbJI[/media][/QUOTE] i wasnt aware that changing gears sounds like a wet fart
Can I claim first to do this please? [t]http://cloud.steampowered.com/ugc/542926644483500218/64D7D80648BCFC393D9822C3436389308DCEFFC3/[/t] [t]http://cloud.steampowered.com/ugc/542926644483472511/622C4655244D94A34E46A66B985E7DE351471C23/[/t] Probably not, but this was a fun little project. I took one of my already-working engines and I mashed some holograms into it. The crankshaft is made of 17 holograms that are parented to the flywheel. Each camshaft has 14 holograms, and rotates counter the other at half the speed of the crankshaft. The 3 gears are also holograms, though I need to code in a belt or something to link them. Big thanks to NutsAndy and Biggles for a bit of help with maths and the concept. [editline]6th May 2012[/editline] I just noticed that I'm missing the front bearing on the left camshaft. How odd. I also still need to get some actual valves in there (4/cylinder). Those are going to be a pain.
would be cooler if it was made from props and actually functioned
It's one of my fully functional 4 cylinder engines; I just slapped some holograms on it.
[img]http://dl.dropbox.com/u/61950362/freespace06_v2-10034.jpg[/img] [i][b]Revolutionary[/b][/i] Anyway, backstory: me and a couple of guys were horsing around on GGG, playing helicopter bumpercars. Eventually someone had a great idea: Build a shitty airboat plane. So I did. The only problem is it flies really, really well and naturally. I love this thing now.
Is it just me or does the game run faster if I run a dedicated server on my computer that I play on instead of single player?
:D [IMG]http://cloud.steampowered.com/ugc/578955258397274466/3304536C8FB6888B921F2859FDDB7DEA2A13272C/[/IMG]
*Quick update on my piece-O-crap airplane. - Completely redone the bodywork (made it all symmetrical) and gave it a cheerful little nose [img]http://puu.sh/tuyc[/img] [img]http://puu.sh/tuxU[/img] Edit: Sorry for oversized, low quality pictures :<
[QUOTE=Unslinga;35863897]Is it just me or does the game run faster if I run a dedicated server on my computer that I play on instead of single player?[/QUOTE] it would make sense if you have a multicore processor, since they both run in separate processes and are actually handled properly by the OS. See, when you join a Singleplayer game, Source basically creates a local server and throws you in it. That's a bastardization of what's going on, but since Source doesn't properly support multicore CPUs, it would theoretically be more efficient to run the server and the client in separate processes and let the OS handle them instead of letting Source do it on one process.
gmod has proper multicore support, enable multicore rendering you div
I was informed that Source's multicore utilization was a tacked-on feature and, as such, not able to handle processes as well as a program or OS that natively supports multicore processing. I can back this up since, as far as I know, coding for proper multicore support requires completely rewriting code or someshit, which I doubt the Valve team did between 2004 and 2007. I'm pretty sure Source's multicore support treats all the cores of a processor as one big fast core instead of the individual cores, but that's coming from someone who doesn't have the background knowledge to know if all that is wrong or not. Also, you don't have to be such a dick about things.
It is tacked on but that doesn't mean it's ineffective; I get an extra 30fps on my crap box with multicore enabled. Also as a programmer I don't see why it'd take valve more than 3 years to squeeze some extra fps out of their engine. It's complicated, but it's not as bad as you might think. (also as a programmer whenever i post here i never have content to show because e2s aren't contraptions :v:) [editline]8th May 2012[/editline] [QUOTE=Kebab;35864195]*Quick update on my piece-O-crap airplane. - Completely redone the bodywork (made it all symmetrical) and gave it a cheerful little nose [img]http://puu.sh/tuyc[/img] [img]http://puu.sh/tuxU[/img] Edit: Sorry for oversized, low quality pictures :<[/QUOTE] That thing is badass.
[QUOTE=Amplar;35866652]gmod has proper multicore support, enable multicore rendering you div[/QUOTE] Gmod also has proper multi-core crashing.
about 80-90 props at the moment. [IMG]http://cloud.steampowered.com/ugc/578955684020320618/D19153B841DDFA1C54BE10DFC54BC43D5C5966B7/[/IMG]
Looking pretty darn nice, a tad long though. Nice job.
[QUOTE=MrWhite;35857258]Can I claim first to do this please? [t]http://cloud.steampowered.com/ugc/542926644483500218/64D7D80648BCFC393D9822C3436389308DCEFFC3/[/t] [t]http://cloud.steampowered.com/ugc/542926644483472511/622C4655244D94A34E46A66B985E7DE351471C23/[/t] Probably not, but this was a fun little project. I took one of my already-working engines and I mashed some holograms into it. The crankshaft is made of 17 holograms that are parented to the flywheel. Each camshaft has 14 holograms, and rotates counter the other at half the speed of the crankshaft. The 3 gears are also holograms, though I need to code in a belt or something to link them. Big thanks to NutsAndy and Biggles for a bit of help with maths and the concept. [editline]6th May 2012[/editline] I just noticed that I'm missing the front bearing on the left camshaft. How odd. I also still need to get some actual valves in there (4/cylinder). Those are going to be a pain.[/QUOTE] I was planning on doing that with an engine powered dozer for the accessories. Nice. That's fucking sweet.
[img]http://dl.dropbox.com/u/17354920/cpk.png[/img] The best part is that it's scalable; I can fit the system to a V8, or (with a bit of modification) an I6 with relative ease. I cleaned up the code a bit (I currently have the crankshaft separated from the valvetrain chips; I'll integrate it into the engine timing chip soon enough), and I can get Ops down to 100 for the valvetrain (30 holos, interval 25) and 80 for the crankshaft (17 holos, interval 10, and engine timing bits). I think that merging the two chips will force me to write in a structured manner that other people can comprehend, and hopefully it will lower Op count a bit. I know I'll be well over the 30 holo limit, so I need to devise a way to delay spawning of holograms so i can do it in two goes before the E2 starts running. I'd produce content for this page king, but that engine was literally all I was working on. let me pull some egotistical garbage out of my ass: [T]http://cloud.steampowered.com/ugc/542926886984839363/16638ACD7AC6AF5E9B60BC945B0413C6DB1AE268/[/T] Why do I do this.
Sorry, you need to Log In to post a reply to this thread.