[QUOTE=Delta Ryu;17263314]hunta just fuck off cus you have pissed me off in my own threadand now here
[highlight](User was banned for this post ("Flaming" - Benji))[/highlight][/QUOTE]
When ur ban is revoked you can read this/log off
Don't get mad at me because I'm being honest, if you think I'm being unfair ask another builder but you went through and bumped EVERY pod racer thread I made (my pod racer, the comp and the track) instead of just Pm-ing me then I find out you bumped them for 4 head crab canisters with thrusters on the back.
Maybe in a year or so when you r a good builder you can comment on my things, because there are some problems with them but until then, hold your tongue and don't take a grudge out on me because it commented on 2 of your contraptions.
well im sry about that hunta i thought things through and began to think it was unfair on you so im sry and remember my old podracer i removed it and made a bigger way better one not using homoballs (lol) but repulsors ill upload pics now
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0004.jpg[/IMG]
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0005.jpg[/IMG]
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0006.jpg[/IMG]
tell me what you think. . . . i hope you think its better than my other crappier one
[editline]08:55PM[/editline]
the only problem with this one is that its turning isnt very good and its on repulsors lol im trying to get a defy grav e2 to help me get this thing to work without:
1) hoverballs
2) repulsors
3) apply force if that is one lol
[editline]08:59PM[/editline]
oh and thrusters i forgot to put that in the list aswell XP
That looks pretty cool delta, it must be hyooj though considering all those canisters on it xD
xD thx its better than my prev one that i made my prev one was extremely. . . . (cant think of the word but its at the down right shitty ass bit of the good and bad meter) xD
That's actually pretty good Ryu; Just slap some coordinating materials on it and you're ready to drive over top all the other competitors... and the course. =D
thx lol :D
the only thing i need to fix is the turning and i also need to ask if there was another competition: are repulsors allowed????
[editline]03:39PM[/editline]
also this is better than that shitty spirit of motherwill thing (yes i accept it is shitty now rofl) right?
[QUOTE=Delta Ryu;17495222]the only thing i need to fix is the turning and i also need to ask if there was another competition: are repulsors allowed????
[editline]03:39PM[/editline]
also this is better than that shitty spirit of motherwill thing (yes i accept it is shitty now rofl) right?[/QUOTE]
No repulsors are hardly better than homoballs
ok ill try to find a better way to keep it afloat also can i ask what does apply force do??? the e2 i saw on this thread keeps bugging the back of my mind to ask
[editline]01:52PM[/editline]
hover i mean
[QUOTE=Delta Ryu;17510778]ok ill try to find a better way to keep it afloat also can i ask what does apply force do??? the e2 i saw on this thread keeps bugging the back of my mind to ask
[editline]01:52PM[/editline]
hover i mean[/QUOTE]
Apply force is using the e2 2 make itself or prop into a vector thruster.
if you want something 2 hover, stabilise it then put a thruster on the bottom a + ranger, with
Thrust= 50 - Range - ($Range)
the 50 is just a constant value/variable that sets the height at which it hovers (in relation 2 the ranger)
and the $ is delta
that is the e2 code if you stick in the same inputs and outputs but it can easily be done with gates
-deleted
[QUOTE=walker1991;17637982]Hey, I saw this thread while I was building a podracer of my own with some friends and thought I'd share the one I built.
The pod is fully functional, flies great. Turns very smoothly and has realistic engine tilt and bounce. Uses anti-drift coding. No hoverballs. Equipped with an engine lever that turns on engine sounds and starts rear thruster effect.[/QUOTE]
Could do with a better paintjob and material, but other than that, looks very cool
Hehe, I like purple. I tried with materials but it just looked nasty over the models, so its just a hued default skin. Wanted to go for the traditional junk look.
say grumpy i still dont understand the vector thruster thing could you please shine some more light on it please?
lol you guys should see my pathetic applyforce and repulser attempts to make pod racers :D.
[QUOTE=Delta Ryu;17483629]well im sry about that hunta i thought things through and began to think it was unfair on you so im sry and remember my old podracer i removed it and made a bigger way better one not using homoballs (lol) but repulsors ill upload pics now
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0004.jpg[/IMG]
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0005.jpg[/IMG]
[IMG]http://i922.photobucket.com/albums/ad70/Neoventilator22/gm_buttes0006.jpg[/IMG]
tell me what you think. . . . i hope you think its better than my other crappier one
[editline]08:55PM[/editline]
the only problem with this one is that its turning isnt very good and its on repulsors lol im trying to get a defy grav e2 to help me get this thing to work without:
1) hoverballs
2) repulsors
3) apply force if that is one lol
[editline]08:59PM[/editline]
oh and thrusters i forgot to put that in the list aswell XP[/QUOTE]
What map is that in?
[QUOTE=Balto-the-Wolf-Dog;17966652]What map is that in?[/QUOTE]
its called rightclick properties
same map as my vid/track is in
BTW how do you make a pod hover system survive dupe? Both repulsors and applyforce break for me. Here is the applyforce code im using, kindly made for me by dirivan:
[code]@name Hoverer..er
@persist E:entity Dist:vector HoverHeight
if (first()|duped()) {
#Change the hover height here. Or make yourself an input for it.
HoverHeight = 100
E = entity():isWeldedTo()
runOnTick(1)
}
#Rangerfilter the prop
rangerFilter(E)
#Get ranger data
Ranger = rangerOffset(E:massCenter(),E:massCenter()-HoverHeight+1)
#If the ranger hit..
if (Ranger:hit()) {
#Get the distance force
Dist = vec(0,0,HoverHeight-Ranger:distance())
#Apply the force
E:applyForce((Dist*10-E:vel())*E:mass()*vec(0,0,1))
#If you remove * vec(0,0,1) it will prevent left/right/forward/back movement.
}
#Bonus! NOTE: ADVANCED! I suggest you ignore this if you don't understand it..
#Uncomment below for some applyTorque quaterniton stabilization :P
#You will probably have to change the multipliers first.
#Mul1 = 50
#Mul2 = 2
#Torque = E:toLocal(rotationVector((quat(ang(0,0,0))/quat(E)))+E:massCenter())
#E:applyTorque((Torque*Mul1-E:angVelVector()*Mul2)*E:inertia()*!E:isPlayerHolding())[/code]
[QUOTE=Balto-the-Wolf-Dog;17970929]BTW how do you make a pod hover system survive dupe? Both repulsors and applyforce break for me. Here is the applyforce code im using, kindly made for me by dirivan:
[code]@name Hoverer..er
@persist E:entity Dist:vector HoverHeight
if (first()|duped()) {
#Change the hover height here. Or make yourself an input for it.
HoverHeight = 100
E = entity():isWeldedTo()
runOnTick(1)
}
#Rangerfilter the prop
rangerFilter(E)
#Get ranger data
Ranger = rangerOffset(E:massCenter(),E:massCenter()-HoverHeight+1)
#If the ranger hit..
if (Ranger:hit()) {
#Get the distance force
Dist = vec(0,0,HoverHeight-Ranger:distance())
#Apply the force
E:applyForce((Dist*10-E:vel())*E:mass()*vec(0,0,1))
#If you remove * vec(0,0,1) it will prevent left/right/forward/back movement.
}
#Bonus! NOTE: ADVANCED! I suggest you ignore this if you don't understand it..
#Uncomment below for some applyTorque quaterniton stabilization :P
#You will probably have to change the multipliers first.
#Mul1 = 50
#Mul2 = 2
#Torque = E:toLocal(rotationVector((quat(ang(0,0,0))/quat(E)))+E:massCenter())
#E:applyTorque((Torque*Mul1-E:angVelVector()*Mul2)*E:inertia()*!E:isPlayerHolding())[/code][/QUOTE]
Lol thrusters and no repulser for they are no fail
[QUOTE=Balto-the-Wolf-Dog;17970929]BTW how do you make a pod hover system survive dupe? Both repulsors and applyforce break for me. Here is the applyforce code im using, kindly made for me by dirivan:
[code]@name Hoverer..er
@persist E:entity Dist:vector HoverHeight
if (first()|duped()) {
#Change the hover height here. Or make yourself an input for it.
HoverHeight = 100
E = entity():isWeldedTo()
runOnTick(1)
}
#Rangerfilter the prop
rangerFilter(E)
#Get ranger data
Ranger = rangerOffset(E:massCenter(),E:massCenter()-HoverHeight+1)
#If the ranger hit..
if (Ranger:hit()) {
#Get the distance force
Dist = vec(0,0,HoverHeight-Ranger:distance())
#Apply the force
E:applyForce((Dist*10-E:vel())*E:mass()*vec(0,0,1))
#If you remove * vec(0,0,1) it will prevent left/right/forward/back movement.
}
#Bonus! NOTE: ADVANCED! I suggest you ignore this if you don't understand it..
#Uncomment below for some applyTorque quaterniton stabilization :P
#You will probably have to change the multipliers first.
#Mul1 = 50
#Mul2 = 2
#Torque = E:toLocal(rotationVector((quat(ang(0,0,0))/quat(E)))+E:massCenter())
#E:applyTorque((Torque*Mul1-E:angVelVector()*Mul2)*E:inertia()*!E:isPlayerHolding())[/code][/QUOTE]
You dupe it before you start driving around in it, so everything is in its original orientation. Then you paste it again and drive the new one while keeping the old one at it's place. Then you just save it if it works. You might need to update the e2 though, by pressing r on it.
First off, Hello! I am new to Facepunch...
Second, I've been reading the Pod contest. Even though it is over I still would like to make a working one without Hoverballs.
Thirdly... I've made one... But I have Absolulty No Idea how to make it hover! All this stuff is non-sense!!!!!!!! Give us a hand please?
I know conforming to terrian can be achived with repulsors or e2
[QUOTE=Balto-the-Wolf-Dog;17997009]I know conforming to terrian can be achived with repulsors or e2[/QUOTE]
Don't scare the newbie with expression dude.
First of all, you can make an object hover with hoverballs. They come with Garrysmod so you don't have to download anything just for a first project, and even though they are frowned on by the contraptions section, there is nothing wrong with using them, especially as a beginner.
You can make objects go foward via thrusters, just tinker around till it gets where you want it to be.
The only problem with hoverballs is they will not conform to terrain. This is good in most cases but not with pod racers. For pod racers I reccomend the repulsor which can be downloaded from garrysmod.org. The only downside is it will not survive advanced duplication. I have a hover expression that will, which I will gladly give you although it is slightly more complex.
Hmmm... Could you show me sometime? I live in England so the time difference may affect it... Plus, Im away next week so XD some time after maybe?
Sure. Can you start a listen server? for whatever reason I can't
[QUOTE=Cloud Strife 0;15387792]for engines
spawn 4 engine chips
[/QUOTE]
what you mean by engine chips?
i can`t find the tool to spawn those in the wiremod and neither wiki helped me..
can you tell?
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