• Post Your Current WIP!: V.2 "We're pretty much a guild of fucking wizards."
    876 replies, posted
[QUOTE=Pringles.;30330251] Tell me if there's something wrong with it[/QUOTE] Middle portion looks wrong.
[QUOTE=Uzkanda;30325623]Recently I came back to Gmod and someting happend to addvanced ballsocket. Mono wheel (min180,max-180) is no longer as stable as it was a while ago. Somehow now it tends to bend.[/QUOTE] You don't need a second prop! A single adv-ballsocket has trouble when trying to constrain all three axis. It needs a second ballsocket placed. First Adv-ballsocket should be ("X" and "Z" are min-180 max180)("Y" min180 max-180) Second Adv-ballsocket should be the reverse so ("X" and "Z" are min180 max-180)("Y" min-180 max180). As long as you deal with the "Y" separately you should be fine. [editline]9th June 2011[/editline] Normally when you place 2 constraint on a single prop they conflict, Adv-ballsockets i found are the exception.
that mustang is looking fan-fucking-tastic. I really love it.
Thanks, though I warn you, the propcount is gonna be [i]very[/i] high. 600< probably :ohdear:
Boing boing boing boing [media] [url]http://www.youtube.com/watch?v=31ZfStmLnG4[/url] [/media] Once again, not really worth it's own thread.
[QUOTE=Sestze;30345389]Boing boing boing boing [media] [url]http://www.youtube.com/watch?v=31ZfStmLnG4[/url] [/media] Once again, not really worth it's own thread.[/QUOTE] Skippingmech, the successor to broken physics ice skate mech
i came up with an interesting suspension setup, of which I didn't figure out its advantage until after building it. It's basically a two stage system. The swingarm spindles have a rather soft elastic, and can move -15/+15 degrees, of which the spindle is attached by a wishbone to the frame. The interesting part is that the spindle has an elastic at the wishbone joint to the elastic anchor, and when the swingarm reaches its limit, it uses the second elastic, which is extremely stiff. Basically, when you land hard, it prevents bottoming out like a Baja vehicle. They have two stage shocks. [img]http://gyazo.com/7e32f7e08cbae87109919b3c442f69c2.png[/img] [IMG]http://gyazo.com/7e32f7e08cbae87109919b3c442f69c2[/IMG]
[QUOTE=Amplar;30346205]i came up with an interesting suspension setup, of which I didn't figure out its advantage until after building it. It's basically a two stage system. The swingarm spindles have a rather soft elastic, and can move -15/+15 degrees, of which the spindle is attached by a wishbone to the frame. The interesting part is that the spindle has an elastic at the wishbone joint to the elastic anchor, and when the swingarm reaches its limit, it uses the second elastic, which is extremely stiff. Basically, when you land hard, it prevents bottoming out like a Baja vehicle. They have two stage shocks. [img]http://gyazo.com/7e32f7e08cbae87109919b3c442f69c2.png[/img][/QUOTE] Will definitely have to experiment.
[img]http://img718.imageshack.us/img718/6818/gmfreebuild0001.jpg[/img] [img]http://img849.imageshack.us/img849/6418/gmfreebuild0003.jpg[/img] ^components lying on the ground :v:
heheoheohe look its karbine or amplar whatever [media]http://www.youtube.com/watch?v=uzHURJiaEY8[/media]
[QUOTE=woodchuck34;30294356]almost done! kickasskyle helped a bunch too [img]http://img545.imageshack.us/img545/97/gmconstructflatgrassv60.jpg[/img] [img]http://img508.imageshack.us/img508/97/gmconstructflatgrassv60.jpg[/img] [img]http://img38.imageshack.us/img38/2218/gmconstructflatgrassv60d.jpg[/img][/QUOTE] this reminds me... we should have a motorcycle seat where the rider sits on it with spread legs... and we should also have the seats with steering animation... [editline]edit[/editline] [QUOTE=MrWhite;30298910] Also, is there any good way of figuring out how many props make up a contraption? I remember Adv. Duplicator having the function, but it's absent in my version that ships with WireSVN0.[/QUOTE] I have an E2 for that, but they have to have constraints between them... and it counts the weight...
Neeoooom. [IMG]http://i513.photobucket.com/albums/t335/bombardier_bucket/gm_bigcity0000-2.jpg[/IMG] [IMG]http://i513.photobucket.com/albums/t335/bombardier_bucket/gm_bigcity0001-1.jpg[/IMG] And here are some pictures of Chell. [IMG]http://i513.photobucket.com/albums/t335/bombardier_bucket/gm_flatgrass0001-1.jpg[/IMG] [IMG]http://i513.photobucket.com/albums/t335/bombardier_bucket/gm_flatgrass0000-2.jpg[/IMG] [IMG]http://i513.photobucket.com/albums/t335/bombardier_bucket/gm_flatgrass0002-1.jpg[/IMG] [editline]9th June 2011[/editline] Oh look pageking
seeing as the help section is completely empty, i thought i would ask here. [quote]Im having a few problems with finding the rotational angle using expression 2. If i use it as a gyro outputting yaw roll and pitch then the variables are altered if say the chip is not perpendicular to the floor (for example if i wanted to find roll). If there is a command line to find the rotation around a particular axis (ie the degrees of rotation on the X axis of the E2 chip, and not in relation to the world) Could i get a hand with this? Thanks in advance.[/quote] Im building an engine powered biplane and every time i bank to the side the gyros don't send back the right angle and the engine starts to misfire.
[QUOTE=Mixed Sources;30357546]seeing as the help section is completely empty, i thought i would ask here. Im building an engine powered biplane and every time i bank to the side the gyros don't send back the right angle and the engine starts to misfire.[/QUOTE] [code] Pitch=Entity:anlges():pitch() Yaw=Entity:angles():yaw() Roll=Entity:angles():roll() [/code]
[QUOTE=Unslinga;30357784][code] Pitch=Entity:anlges():pitch() Yaw=Entity:angles():yaw() Roll=Entity:angles():roll() [/code][/QUOTE] Do i need to put in a value between the parentheses? Or do i just leave them blank? never really used E2 but I'm learning. also thanks for the quick reply!
[QUOTE=Mixed Sources;30358005]Do i need to put in a value between the parentheses? Or do i just leave them blank? never really used E2 but I'm learning. also thanks for the quick reply![/QUOTE] It's a function, so leave them blank... only insert something between the parentheses if the function is asking for a parameter or you're using the function as a parameter. Entity you can decapitalize if you want to have the angles of the chip, or you can change the name to your pleasing as long as you define the entity. [editline][/editline] If you're going to use the engine in a plane I would suggest finding the angle through bearing: [code] @inputs GPS Bearing=entity():bearing(GPS)+180 [/code] because it isn't affected by gimbal's lock.
[img]http://i.imgur.com/jz1ho.jpg[/img] Nasty small. 0-30 In around 7 seconds, right before sinking those tires.
[QUOTE=MrWhite;30359508] Nasty small. 0-30 In around 7 seconds, right before sinking those tires.[/QUOTE] So you got some good torque out of those small crank blocks?
[QUOTE=xroblade;30359610]So you got some good torque out of those small crank blocks?[/QUOTE] Pretty much. I'd say around 1-1.5k ft. lbs., so not a lot, but enough to get some stuff rolling pretty decent. I've been experimenting with tiny engines recently; they're really fun to work with and surprisingly easy to make.
[QUOTE=woodchuck34;30356049]heheoheohe look its karbine or amplar whatever [media]http://www.youtube.com/watch?v=uzHURJiaEY8[/media][/QUOTE] is this really :v:
[QUOTE=MrWhite;30359508][img]http://i.imgur.com/jz1ho.jpg[/img] Nasty small. 0-30 In around 7 seconds, right before sinking those tires.[/QUOTE] I have a what you might call a lua wheel. It essentially draws a lua ball with the same diameter as a wheel. Completely avoids the sinking glitch and gives more grip/response. It was again coded by satri ali. [editline]10th June 2011[/editline] [QUOTE=Unslinga;30358096]It's a function, so leave them blank... only insert something between the parentheses if the function is asking for a parameter or you're using the function as a parameter. Entity you can decapitalize if you want to have the angles of the chip, or you can change the name to your pleasing as long as you define the entity. [editline][/editline] If you're going to use the engine in a plane I would suggest finding the angle through bearing: [code] @inputs GPS Bearing=entity():bearing(GPS)+180 [/code] because it isn't affected by gimbal's lock.[/QUOTE] Also, thanks so much. works like a charm. sorry to request further, but how are you all measuring power?
[QUOTE=Mixed Sources;30366006]I have a what you might call a lua wheel. It essentially draws a lua ball with the same diameter as a wheel. Completely avoids the sinking glitch and gives more grip/response. It was again coded by satri ali.[/QUOTE] Does it function like a wheel would in that a rotational input will be induced to drag while the wheel is pushed off the ground and caused to rotate? Also, is the size configurable? If so, it would be very useful, and maybe you'd be so kind as to release it to the public. [QUOTE=Mixed Sources;30366006]sorry to request further, but how are you all measuring power[/QUOTE] We're using a dynomometer. There are currently two out; I personally recommend getting a hold of Wenli's Dynomometer, as it seems to be more reliable, though a person by the name of Tolyzor has his Autodyno on Garrysmod.org.
[QUOTE=MrWhite;30366127]Does it function like a wheel would in that a rotational input will be induced to drag while the wheel is pushed off the ground and caused to rotate? Also, is the size configurable? If so, it would be very useful, and maybe you'd be so kind as to release it to the public. We're using a dynomometer. There are currently two out; I personally recommend getting a hold of Wenli's Dynomometer, as it seems to be more reliable, though a person by the name of Tolyzor has his Autodyno on Garrysmod.org.[/QUOTE] Well it spawns a model of the wheel over the lua wheel which adjusts its size based on the wheel model making itself a little bigger so the wheel model doesn't touch the ground. The lua wheel itself rotated and is attached to the standard wheel. So it functions exactly like a normal wheel in that the rotational force pushes the wheel along due to its friction with the surface, just 300% better than a model can. It also doesn't suffer from polygon bounce as it is, code wise a perfect curve.
[QUOTE=Mixed Sources;30366422]Well it spawns a model of the wheel over the lua wheel which adjusts its size based on the wheel model making itself a little bigger so the wheel model doesn't touch the ground. The lua wheel itself rotated and is attached to the standard wheel. So it functions exactly like a normal wheel in that the rotational force pushes the wheel along due to its friction with the surface, just 300% better than a model can. It also doesn't suffer from polygon bounce as it is, code wise a perfect curve.[/QUOTE] Sounds interesting, is it uploaded somewhere?
[QUOTE=Pringles.;30366508]Sounds interesting, is it uploaded somewhere?[/QUOTE] Id rather not just upload it to the public seeing as its not really mine to distribute. Pm and il happily send it to you.
[QUOTE=Mixed Sources;30366719]Id rather not just upload it to the public seeing as its not really mine to distribute. Pm and il happily send it to you.[/QUOTE] where did you get it from then?
[QUOTE=Pringles.;30366755]where did you get it from then?[/QUOTE] From Satri-ali, it was a private tool he made for a few of the wooden wars community.
[QUOTE=Mixed Sources;30366834]From Satri-ali, it was a private tool he made for a few of the wooden wars community.[/QUOTE] Wow, sounds very interesting! Could you possibly pm it?
[QUOTE=Mixed Sources;30366719]Id rather not just upload it to the public seeing as its not really mine to distribute. Pm and il happily send it to you.[/QUOTE] Would be great if i could get this maybe it fixes the problem with my Oshkoshwheels. They sink everytime i try to get it climbing a 15 degree ramp.
Might as well stick it here, Pming everyone would be a chore and my head hurts. [url]http://filesmelt.com/dl/Wire_additions1.zip[/url] Its the wheel2 in the sub menu on the wire tab. Be sure to credit Satri if you make any modifications to it and want to release said modification.
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