• ZP's Engine Powered Bulldozer
    80 replies, posted
Jesus H Christ, I think I just.... asdasdfgh THAT'S AWSOME <3
[quote=Hai]My old wire scale fails at more then 50K so its useless, besides I need the viktor E2 that counts and adds all the props mass' as well. I will make a new scale later to weigh this.[/quote] [code] @persist Mass findIncludePlayerProps(owner()) findInSphere(RadiusHere, entity():pos()) R = findToArray() for (I = 1, R:count()) { Mass += R[I, entity]:mass() } print(toString(Mass)) [/code] Untested, will work
I really do like this contraption, it's unique :iia:
[QUOTE=woodchuck34;18888986]nice avatar[/QUOTE] tnx
[QUOTE=woodchuck34;18888986]nice avatar[/QUOTE] what about mine :ohdear:
Seems powerful in the engine but it seems like it also moves slower than it should and looks like it lags in the video. But again pretty fucking awesome engine is great and i like all the extra earth mover stuff pretty cool
[QUOTE=wat is this;18901385]what about mine :ohdear:[/QUOTE] urs is hot too ;)
[QUOTE=Dohner;18901809]Seems powerful in the engine but it seems like it also moves slower than it should and looks like it lags in the video.[/QUOTE] It appears you do not understand Zeos. If it's not lagging he's doing it wrong.
[QUOTE=Gambit;18903572]It appears you do not understand Zeos. If it's not lagging he's doing it wrong.[/QUOTE] Under 3000 "IN" is a good day with one of my extremely mechanical contraptions. This one averaged ~2500 on the go and 800 IN with the body frozen and the engine Idling.
will you release it
Ha. Hahahaha.
[quote=richardpimp;18932197]will you release it[/quote] v v v [quote=dohner;18932974]ha. Hahahaha.[/quote]
^This
V Whatever is going to be down there.
can you use it as a hauler?
LOL at gmod.com saying its not pretty to look at
[QUOTE=Dohner;18953930]LOL at gmod.com saying its not pretty to look at[/QUOTE] "It’s not only a marvelous contraption to look at; with it’s nice detail" that means it's nice to look at :downs:
[QUOTE=woodchuck34;18954324]"It’s not only a marvelous contraption to look at; with it’s nice detail" that means it's nice to look at :downs:[/QUOTE] LOLOL i thought it said that it was not pretty to look at
When is the download !
[QUOTE=Generalutak;18956390]When is the download ![/QUOTE] You must be new. ZP does not release downloads as far as I remember. Anyways, what would be interesting is a system where you convert rotational energy into pressure for the hydraulic system. Basically, what I mean is that in order to move the blade, you have to spin up the engine. I dunno, I was just thinking of Rigs of Rods for a second. In RoR, in order to move hydraulic systems the engine RPM has to be above idle. Under heavy loads the resistance increases, requiring more engine power. That is why in the game, cranes need more powerful engines. /tangent. Anyways, again: GREAT WORK!
[QUOTE=MacTrekkie;18957599]You must be new. ZP does not release downloads as far as I remember. Anyways, what would be interesting is a system where you convert rotational energy into pressure for the hydraulic system. Basically, what I mean is that in order to move the blade, you have to spin up the engine. I dunno, I was just thinking of Rigs of Rods for a second. In RoR, in order to move hydraulic systems the engine RPM has to be above idle. Under heavy loads the resistance increases, requiring more engine power. That is why in the game, cranes need more powerful engines. /tangent. Anyways, again: GREAT WORK![/QUOTE] LOL your new too
[QUOTE=Dohner;18957682]LOL your new too[/QUOTE] I should have said new-er
[QUOTE=MacTrekkie;18957599] Anyways, what would be interesting is a system where you convert rotational energy into pressure for the hydraulic system. Basically, what I mean is that in order to move the blade, you have to spin up the engine. I dunno, I was just thinking of Rigs of Rods for a second. In RoR, in order to move hydraulic systems the engine RPM has to be above idle. Under heavy loads the resistance increases, requiring more engine power. [/QUOTE] That is entirely possible to FAKE in wiremod. Just have something count the revolutions and throw some complex math in. Then after you have added enough imaginary pressure just have it take said number and subtract from it to change hydro length. The faster the RPM the more "number" you can use faster. I tried this with a diesel locomotive simulator I built. I had a huge strait 6 thats basic job was to overcame the force of 4 static wire hydraulics on its crank. I took their change in length and added it up so that every rotation I gained like ~66 "power" to a wire chip that added input every second to a reserve. Faster rev's the more power added per minute. I then made my forcer motors (which act closely to an electric motor) on the wheels use that growing number for their force. I capped it somewhere so that if the motor and engine were running at full speed the train would not stop. But if the engine(generator) slowed eventually the reserve would hit 0 and the train would stutter just having the 66 power per revolution used immediately. If I shut off/lowered the electric motor's throttle and nailed the engine's the reserve would build again and I could move as long as I kept the balance.
Looks like shit. Works well though.
[QUOTE=Satyria;18963061]Looks like shit. Works well though.[/QUOTE] One man's fecal remnants is another mans artistic genius. Why does the [url]www.garrysmod.com[/url] review make it sound like wire and phx are strange and rare like a white elk, or like there haven't been engines and phx contraptions before.
[QUOTE=F12Bwth;18966370] Why does the [url]www.garrysmod.com[/url] review make it sound like wire and phx are strange and rare like a white elkm, or like there haven't been engines and phx contraptions before.[/QUOTE] Maybe garry was a used car salesman before gmod?
[QUOTE=F12Bwth;18961115]That is entirely possible to FAKE in wiremod. Just have something count the revolutions and throw some complex math in. Then after you have added enough imaginary pressure just have it take said number and subtract from it to change hydro length. The faster the RPM the more "number" you can use faster. I tried this with a diesel locomotive simulator I built. I had a huge strait 6 thats basic job was to overcame the force of 4 static wire hydraulics on its crank. I took their change in length and added it up so that every rotation I gained like ~66 "power" to a wire chip that added input every second to a reserve. Faster rev's the more power added per minute. I then made my forcer motors (which act closely to an electric motor) on the wheels use that growing number for their force. I capped it somewhere so that if the motor and engine were running at full speed the train would not stop. But if the engine(generator) slowed eventually the reserve would hit 0 and the train would stutter just having the 66 power per revolution used immediately. If I shut off/lowered the electric motor's throttle and nailed the engine's the reserve would build again and I could move as long as I kept the balance.[/QUOTE] This is cool sounding. Is there any way we could see screens or code?
Well.. Odd news. Youtube removed the video because of "inappropriate content"? If it was the music I think I would have been given the option for audioswap but my copyright says I am in good standing and my "community guidelines" is not. WTF YT?
[QUOTE=F12Bwth;19156839]Well.. Odd news. Youtube removed the video because of "inappropriate content" WTF YT?[/QUOTE] Mossman and the vortigaunt were little too much if you ask me. Can't have kids watching that kind of stuff.
lol bulldozer secks
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