• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
[QUOTE=MrWhite;37472263]It's not that I don't believe you, it's just that your claim goes against what the community has established thus far. I didn't mean to sound like an ass, sorry.[/QUOTE] No, I just wanted to tell you and the community that use PA ballsockets over normal ballsockets and you can get more than 1200-1400.
i suspect PA places them at the exact center, but ballsocket centre does the same exact action
idk about your rpm limits, but I'm pretty sure that this wouldn't be possible if the limit was 1200. Roadwheels hit 600rpm in second gear. [media]http://www.youtube.com/watch?v=_esSqH9JctI&feature=youtu.be[/media] [img]http://cloud.steampowered.com/ugc/937001548316809097/FB1D05DF81936C26907BC41ABA9D463DB6BA186A/[/img] it's not that I can't model, I'm just lazy.
[media]http://www.youtube.com/watch?v=1dI1zzB-SKg&feature=youtu.be[/media] OHMYGODMOHSRMGKSOM OMH OM fGFRNSGM GRSGDRG [editline]30th August 2012[/editline] L<OOK AT THE IN AND MY PING AND NOTICE HOW EVERYTHING IS SMOOTH HOLY GOD
that server...god. oh forgot about this [code]@name Red's Track System - v2h - don't look now but i'm right behind you! @inputs [La Ra]:wirelink @outputs [Aa0 Aa1 Aa2 Aa3 Aa4 Aa5 Aa6 Aa7 Aa8 Aa9 Aa10 Aa11 Aa12]:vector @persist [SprocketL SprocketR RSprocketL RSprocketR R1 R2 R3 R4 R5 L1 L2 L3 L4 L5]:entity F Wheelnumber Trackrun M AMod:angle Skin:string Sprsize Roadwheelsize Thickness Width RSprsize [Pos Up Right Fore RRPos LRPos LPos RPos]:vector Uhm Wheelmod Sprocketmod RSprocketmod Stretchmod Off @persist Index1 Index2 Index3 Index4 Vel:vector @trigger #print($Vel:length()) if($Vel:length() < 0.5) {Int=333} else {Int=175} if($Vel:length() > 25) {Int=125} interval(Int) #print(Int) if(dupefinished()) {reset()} if(first()) { #This is a simple holo caterpillar track system, made by Red. #While it may look a bit confusing at first, this is an easy tool to use. #to use this, parent it upright, facing forward, to your vehicle. Make sure the chip loads upright #Scaling should be relatively automatic, use the variables to tweak them #To use, link entity markers on one side from front to back, sprocket/roadwheels/idler #it supports up to 5 roadwheels. If you have other things linked to the adv entity marker #you must manually specify the number of wheels #Some basic variables - These variables are 99% of the time all you need to tweak. Override = 0 #Override automatic roadwheel detection, for if you have other things linked to the adv e marker Wheelnumber = 4 #if you are overriding the auto-selection, this is your # of wheels. If not, it means nothing. Sprmod = 3 #Fine-tune the size of the front sprocket RSprmod = 3 #Fine-tune the size of the rear sprocket Width = 1 #Width of the track's contact patch Thickness = 0.2 #The thickness of the actual track. Keep it between 0.1 and 0.3, usually 0.2 is enough. Trackrun = 1 #Do tracks run along the top? saves 4 holos. turn off trackrun if you have side skirts Skinnum = 1 #Number to designate which skin to use Roadwheelmod = 1 #Fine-tune the size of roadwheels Wheelmod = 0 #Modifier of width/offset for the roadwheels Sprocketmod = 0 #Modifier of width/offset for the front drive sprockets RSprocketmod = 0 #Modifier of width/offset for the rear drive sprockets Stretch = 1 #Modifier of length for the first and last roadwheel track holos, to look smoother Color = vec(32,32,32) #Color the treads #These should not need altering. M = 0.09 #should be able to ignore, scaling for track connection Uhm = Thickness*12 #trackrun above ground TUV = vec(0,0,(Thickness*1.5)) #Thickness up multiplier. AMod = ang(0,0,0) #Modifier for angles, do not use at this time if(Skinnum == 1) {Skin = "phoenix_storms/middle"} #A good solid jointed texture for ww2 and modern tanks if(Skinnum == 2) {Skin = "phoenix_storms/metalset_1-2"} #A metallic texture, for early ww2 and ww1 tanks if(Skinnum == 3) {Skin = "phoenix_storms/FuturisticTrackRamp_1-2"} #Another metallic texture, for early ww2 and ww1 tanks if(Skinnum == 4) {Skin = "models/XQM/Rails/gumball_1"} #Rubber banded track skin, use dark colors. if(Skinnum == 5) {Skin = "phoenix_storms/car_tire"} #A car tire skin some people like. Ugly as sin. if(Skinnum == 6) {Skin = "models/weapons/w_stunbaton/stunbaton"} #A weird scifi looking texture. if(Skinnum == 7) {Skin = "hunter/myplastic"} #Default phx nomat skin, boxy but passable if(Skinnum == 8) {Skin = "phoenix_storms/lag_sign"} #For entertainment only Off = 0 #it's not off when first spawned if(Override == 0) { Wheelnumber = 3 #defaults to three, then checks if it has 4 or 5 roadwheels if(La:entity("Entity6"):mass() > 0) {Wheelnumber = 4} #if left track has 6 entities it has 4 roadwheels if(La:entity("Entity7"):mass() > 0) {Wheelnumber = 5} #If left track has 7 entities it has 5 roadwheels } #Deconstruct wire links if(Wheelnumber ==5) { #LEFT SprocketL = La:entity("Entity1") L1 = La:entity("Entity2") L2 = La:entity("Entity3") L3 = La:entity("Entity4") L4 = La:entity("Entity5") L5 = La:entity("Entity6") RSprocketL = La:entity("Entity7") #RIGHT SprocketR = Ra:entity("Entity1") R1 = Ra:entity("Entity2") R2 = Ra:entity("Entity3") R3 = Ra:entity("Entity4") R4 = Ra:entity("Entity5") R5 = Ra:entity("Entity6") RSprocketR = Ra:entity("Entity7") } if(Wheelnumber ==4) { #LEFT SprocketL = La:entity("Entity1") L1 = La:entity("Entity2") L2 = La:entity("Entity3") L3 = L2 L4 = La:entity("Entity4") L5 = La:entity("Entity5") RSprocketL = La:entity("Entity6") #RIGHT SprocketR = Ra:entity("Entity1") R1 = Ra:entity("Entity2") R2 = Ra:entity("Entity3") R3 = R2 R4 = Ra:entity("Entity4") R5 = Ra:entity("Entity5") RSprocketR = Ra:entity("Entity6") } if(Wheelnumber ==3) { #LEFT SprocketL = La:entity("Entity1") L1 = La:entity("Entity2") L2 = L1 L3 = La:entity("Entity3") L5 = La:entity("Entity4") L4 = L5 RSprocketL = La:entity("Entity5") #RIGHT SprocketR = Ra:entity("Entity1") R1 = Ra:entity("Entity2") R2 = R1 R3 = Ra:entity("Entity3") R5 = Ra:entity("Entity4") R4 = R5 RSprocketR = Ra:entity("Entity5") } Roadwheelsize = (R3:boxSize():x() /2) + Roadwheelmod #Determines actual wheel size Sprsize = (SprocketL:boxSize():x()/2) + Sprmod #Determines actual sprocket size RSprsize = (RSprocketL:boxSize():x()/2) + RSprmod #Determines actual rear sprocekt size Stretchmod = ((Roadwheelsize)/-1.75) + Stretch #completely ignore these, storing a repreat value i don't need to tweak usually Index1 = 0.85 Index2 = 0.75 Index3 = 0.3 Index4 = -0.2 } #Everything below here you can pretty much ignore. It's just a wall of code. if(Off==0) { #code Pos = entity():massCenter() Up = entity():up() Right = entity():right() Fore = entity():forward() LPos = SprocketL:massCenter() + (Right*-Sprocketmod) RPos = SprocketR:massCenter() + (Right*Sprocketmod) LRPos = RSprocketL:massCenter() + (Right*-RSprocketmod) RRPos = RSprocketR:massCenter() + (Right*RSprocketmod) A0 = RPos + (Up * -(Sprsize)*Index1) A1 = R1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*-Stretchmod) A2 = R2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) A3 = R3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) A4 = R4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) A5 = R5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*Stretchmod) A6 = RPos + (Fore * (Sprsize*Index2)) + (Up*-(Sprsize*Index3)) A8 = RRPos + (Up * -(RSprsize)*Index1) + (Fore*(RSprsize*Index4)) Aa0 = LPos + (Up * -(Sprsize)*Index1) Aa1 = L1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*-Stretchmod) Aa2 = L2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) Aa3 = L3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) Aa4 = L4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) Aa5 = L5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*Stretchmod) Aa6 = LPos + (Fore * (Sprsize*Index2)) + (Up*-(Sprsize*Index3)) Aa8 = LRPos + (Up * -(RSprsize)*Index1) + (Fore*(RSprsize*Index4)) Axis1 = entity():toLocalAxis(A1-A2
as if the newdongden will GIVE A FUCK about ops
Karbine doesn't get excited about much, but when he does, he goes fucking ballistic.
Eurofighter Typhoon, will be using fin 2, fin controller, retracts, moving canards, hud of some sort. [IMG]http://img20.imageshack.us/img20/5289/gmdrivingmapmk195beta00.jpg[/IMG] [IMG]http://img513.imageshack.us/img513/5289/gmdrivingmapmk195beta00.jpg[/IMG] [IMG]http://www.ausairpower.net/JOW/Typhoon-DD-RIAT-2009-JOW-1S.jpg[/IMG] Edit: Done! [IMG]http://img685.imageshack.us/img685/4944/gmcarconstructb180048.jpg[/IMG]
nice car \ tank \ motorcycle
[QUOTE=MrWhite;37475625]Karbine doesn't get excited about much, but when he does, he goes fucking ballistic.[/QUOTE] DAMN RIGHT [editline]31st August 2012[/editline] newdongden is now up and fucking running [media]http://www.youtube.com/watch?v=rp8vmXrLf1U[/media] [editline]31st August 2012[/editline] (all of the dupes that were on dongden are on newdongden)
[media]http://www.youtube.com/watch?v=n3769NxoW5o[/media] The snake at the end was 250 props, the first one was i think 25. first one didn't even budge ping. Fuck yes. [editline]30th August 2012[/editline] I didn't even NOTICE tankman's medusa, and one of those normally will seriously buttfuck a server.
Sv_MaxVelocity is set at 3500 for some reason on the new dogden...?
[QUOTE=MrWhite;37475625]Karbine doesn't get excited about much, but when he does, he goes fucking ballistic.[/QUOTE] don't mention ballistics as well or he'll have a fucking heart attack
[QUOTE=Amplar;37471115][media]http://www.youtube.com/watch?v=aAhN3ydg-nM&feature=youtu.be[/media] put a ragdoll on my unpainted quad[/QUOTE] Fucking awesome. I never can get the wheels to stay upright on stuff that small.
oh yea forgot to mention the track chip, frankness is the one who suggested the optimizing idea. Didn't realize i could do that. A+ to him.
[media]http://www.youtube.com/watch?v=ZuBshXBSSGA&feature=youtu.be[/media] nfo owns
I few days ago i started my piranha project. [IMG]http://puu.sh/10ZnO[/IMG] [IMG]http://puu.sh/10ZoF[/IMG] And this is how it looks now [IMG]http://puu.sh/111DY[/IMG]
[QUOTE=Amplar;37494011]nfo owns[/QUOTE] 128 GB of RAM owns*
If we're going to create more WWII era calibers, I think more cannon variants like an 88mm or 122mm should be made before other misc guns.
[QUOTE=oakman26;37496947] one more thing, what is dongden ip[/QUOTE] 74.91.116.20:27015
[QUOTE=Winstonn;37498503]74.91.116.20:27015[/QUOTE] I joined, and this was happening [IMG]http://cloud.steampowered.com/ugc/900972751337053333/4356FA038B52D23F059D70A969E031C653102274/[/IMG]
[QUOTE=oakman26;37498532] and the IS-2s gun was a 122mm howitzer so...[/QUOTE] Tank nerd rage IS-2 has smooth bore gun, but not a howitzer. Only SU-122 and couple Chinese tanks were mass produced with 122 howitzer, there were also couple other failed attempts to put 122 howitzer on tanks, like KV-9. [editline]1st September 2012[/editline] My bad, figures out there was a single IS-2 prototype with U-11 122 howitzer.
T-28 Prototype TD [img]http://cloud.steampowered.com/ugc/541810681095279071/CF058C56C7CA326844E471E142B222498605918C/[/img] MS-1 Light tank [img]http://cloud.steampowered.com/ugc/541810681095306927/F9746B18036AB9ADCF1839E26D1505E3D7D7A241/[/img] Churchill MK VII Heavy tank [img]http://cloud.steampowered.com/ugc/541810681095234604/C8F0085FEF7F381F27A5C1F25C191CB2039FE86B/[/img] Stuka Dive Bomber [img]http://cloud-2.steampowered.com/ugc/541810681095187838/988902731B0FE977F3FCBA217B0F9BC77F493EED/[/img] CBW AC-03 (custom) Armored car [img]http://cloud-2.steampowered.com/ugc/541810681095154676/87AD9F466F52E2C83CC78417E2913695A8D914F3/[/img]
That T28 Prot turret seems too tall.
I still making my KV-1. Someone wants to help me? lol
[QUOTE=oakman26;37496947]whats the music?[/QUOTE] [media]http://www.youtube.com/watch?v=rC03c9rUzDs[/media] Das boot theme. Awesome music. Also I would like to see a 7.62mm MG, and an intermediate howitzer comparable to the 100mm tank gun in the 120-130mm range (like the 75 is with the 50, and the 105howie is with the 75mm cannon) would be fitting.
Wouldn't it be nice if ACF had an turret-type entity already coded? Like... You grab a turret ring and say, "Alright. I want this for the main gun, and this for the machine gun." and bam. All added, turret elevation defined, and no more split second turning stuff.
yeah but it would also be nice if ACF supported multiple engine links so that you could make heavier tanks without going 5kmh :v:
[QUOTE=counterguy1;37508542]yeah but it would also be nice if ACF supported multiple engine links so that you could make heavier tanks without going 5kmh :v:[/QUOTE] iirc it does
I shoved two engines into my Ferdinand, although I used a separate transmission for each side.
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