• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
  • Avatar of GravyKing
  • I can get my tanks moving quickly, but the grip isn't there. I try to climb a hill and it just slips down as if it was on ice. I've tried playing with the weight but the engine I have just spins the "tracks" and doesn't move.
  • Avatar of Bettler
  • [video=youtube;jEA0_jwR9X0]http://www.youtube.com/watch?v=jEA0_jwR9X0[/video] This is Bettler's and MrWhite's Trial Truck, finally completed. Specs in the video!
  • Avatar of RedReaper
  • [QUOTE=Amplar;34542486]underpowered, undergunned, and overarmored[/QUOTE] Now you're building the Red way! Also, if threads closed after 30 pages auto at the end of a month, how'd we get the 130+ page original post your wip?
  • Avatar of GeXeH
  • [QUOTE=Bettler;34550286]*vid* This is Bettler's and MrWhite's Trial Truck, finally completed. Specs in the video![/QUOTE] Man that thing is awesome, great work!
  • Avatar of JDB
  • pow mek [img]http://dl.dropbox.com/u/8682580/wat/gm_buttes0047.jpg[/img] silly 105
  • [QUOTE=RedReaper;34551850]Now you're building the Red way! Also, if threads closed after 30 pages auto at the end of a month, how'd we get the 130+ page original post your wip?[/QUOTE] All threads close after one month. [editline]5th February 2012[/editline] big threads I mean
  • Avatar of Unslinga
  • [QUOTE=Bettler;34550286][video=youtube;jEA0_jwR9X0]http://www.youtube.com/watch?v=jEA0_jwR9X0[/video] This is Bettler's and MrWhite's Trial Truck, finally completed. Specs in the video![/QUOTE] I'm just wondering, what magic did you use on the gearbox??? I do want.
  • Well, it was just my own transmission expression, the one that actually works properly and doesn't add any extra power to the drivetrain. For that vehicle, it had 4 gears with the lowest being 1/10, a low-rpm lockout anti-stall system, and a few other bells and whistles like an auto-clutching system that I worked on a bit to clutch off the drivetrain during certain conditions (high speed braking, mostly). Took a while just to get the code the way I wanted it, since anyone that has ever looked at my E2s know how awful I am at it.
  • Avatar of Balto-the-Wolf-
  • [img]http://s7.postimage.org/uyn7jgvlz/gm_buttes0009.jpg[/img] [img]http://s7.postimage.org/q19myctmv/gm_buttes0008.jpg[/img] [img]http://s7.postimage.org/bw3twjklj/gm_buttes0007.jpg[/img] [img]http://s7.postimage.org/oc0jqadxj/gm_buttes0006.jpg[/img] Patrol boat, going to have HMGs for top gunners, turrets on the bow and stern with either ACs, cannons, or GL's. Side gunners will have GLs or mortars. I do intend on fin/ACF powering and controlling it.
  • Avatar of Unslinga
  • [QUOTE=MrWhite;34554820]Well, it was just my own transmission expression, the one that actually works properly and doesn't add any extra power to the drivetrain. For that vehicle, it had 4 gears with the lowest being 1/10, a low-rpm lockout anti-stall system, and a few other bells and whistles like an auto-clutching system that I worked on a bit to clutch off the drivetrain during certain conditions (high speed braking, mostly). Took a while just to get the code the way I wanted it, since anyone that has ever looked at my E2s know how awful I am at it.[/QUOTE] So basically now, you have a working 1/10 reduction scripted gearbox which works without spazz? Oh you, I'll do anything to get that ;)
  • [QUOTE=Unslinga;34557062]So basically now, you have a working 1/10 reduction scripted gearbox which works without spazz? Oh you, I'll do anything to get that ;)[/QUOTE] I mean, I'll just post the code here, since it's not that complicated. I'm not going to post the exact code I used for that truck, since it was about twice as long, controlled the steering and brakes as well, and was much more poorly written. There's still some slip so it's not a constant 1/10, but it works well enough for a transmission. [code]@name E2 Transmission @inputs [Engine OutputShaft]:entity ShiftUp ShiftDown @outputs Gear RPM Ratio Force @persist Ratios:table Force Modifier RelativeForce @trigger ShiftUp ShiftDown if(changed(ShiftUp)&ShiftUp&Gear<Ratios:count()){Gear++, soundPlay(0,0,"/engines/trans/default_shift.wav")} if(changed(ShiftDown)&ShiftDown&Gear>-1){Gear--, soundPlay(0,0,"/engines/trans/default_shift.wav")} runOnTick(1) Ratios=table(0.1,0.5,1.25,2) RelativeForce=50 RPM=abs(OutputShaft:angVel():yaw()/360*60) Force=(OutputShaft:angVel():yaw())-(sign(Gear)*Ratio*Engine:angVel():yaw()) Ratio=Ratios[abs(Gear),number] Modifier=sign(Gear)*RelativeForce/Ratio Engine:applyTorque(vec(0,0,Force*Modifier*Ratio)) OutputShaft:applyTorque(vec(0,0,-sign(Gear)*Force*Modifier))[/code] Of course, all you have to do is increase the weight on the engine crankshaft and the output shaft connected to the drive wheels. That will let you increase the RelativeForce, which will ultimately give you less slip and better response. Just note that both of the props that end up getting linked and wired into the expression should rotate on their respective local Z axis, or you'll have to change around lines 15, 19, and 20 and maybe line 14 to properly detect the correct axis of rotation. It's pretty simple once you get to understand it.
  • Avatar of Unslinga
  • [media]http://www.youtube.com/watch?v=bWx9tq5v7hk[/media] My WIP beetle. [QUOTE=MrWhite;34558687]I mean, I'll just post the code here, since it's not that complicated. I'm not going to post the exact code I used for that truck, since it was about twice as long, controlled the steering and brakes as well, and was much more poorly written. There's still some slip so it's not a constant 1/10, but it works well enough for a transmission. [code]@name E2 Transmission @inputs [Engine OutputShaft]:entity ShiftUp ShiftDown @outputs Gear RPM Ratio Force @persist Ratios:table Force Modifier RelativeForce @trigger ShiftUp ShiftDown if(changed(ShiftUp)&ShiftUp&Gear<Ratios:count()){Gear++, soundPlay(0,0,"/engines/trans/default_shift.wav")} if(changed(ShiftDown)&ShiftDown&Gear>-1){Gear--, soundPlay(0,0,"/engines/trans/default_shift.wav")} runOnTick(1) Ratios=table(0.1,0.5,1.25,2) RelativeForce=50 RPM=abs(OutputShaft:angVel():yaw()/360*60) Force=(OutputShaft:angVel():yaw())-(sign(Gear)*Ratio*Engine:angVel():yaw()) Ratio=Ratios[abs(Gear),number] Modifier=sign(Gear)*RelativeForce/Ratio Engine:applyTorque(vec(0,0,Force*Modifier*Ratio)) OutputShaft:applyTorque(vec(0,0,-sign(Gear)*Force*Modifier))[/code] Of course, all you have to do is increase the weight on the engine crankshaft and the output shaft connected to the drive wheels. That will let you increase the RelativeForce, which will ultimately give you less slip and better response. Just note that both of the props that end up getting linked and wired into the expression should rotate on their respective local Z axis, or you'll have to change around lines 15, 19, and 20 and maybe line 14 to properly detect the correct axis of rotation. It's pretty simple once you get to understand it.[/QUOTE] What do you recommend the Engine and the OutputShaft to weigh? last time I tried to use this (previous version I think but different ratios) it kept spazzing on me...
  • Well, I can usually get by with 200 or so apiece. They should both weigh relatively the same, though, since the same forces are being applied.
  • Was working on this small 3 wheeler but GMod decided to crash before I got to save. Oh well, time to remake what I had. Wasn't too much, it's just generally annoying when GMod cocks up. Also I can't currently do this myself due to schoolwork, but I'd love to see another vehicle build competition here on Facepunch. Looking back at when we had the contraption section (been lurking here since some time back in 09) and I remember seeing monthly competitions. I haven't seen one for about 8 months which was the Jeep towing competition thing, right before the subsection closed. You know, stuff like "Make a vehicle which can do x with y requirements."
  • [QUOTE=Jackpody;34561061]Was working on this small 3 wheeler but GMod decided to crash before I got to save. Oh well, time to remake what I had. Wasn't too much, it's just generally annoying when GMod cocks up. Also I can't currently do this myself due to schoolwork, but I'd love to see another vehicle build competition here on Facepunch. Looking back at when we had the contraption section (been lurking here since some time back in 09) and I remember seeing monthly competitions. I haven't seen one for about 8 months which was the Jeep towing competition thing, right before the subsection closed. You know, stuff like "Make a vehicle which can do x with y requirements."[/QUOTE] Competitions are cool. I've only been in one though, the coolest car competition (or something like that, can't remember the name). I got 2nd with my semi :v:
  • Avatar of One Ear Ninja
  • Ah, I remember the most innovative vehicle competition. Remember that a lot of competitions fall flat on their faces if you don't offer some kind of prize though. That's kind of why that one was so enjoyable, as the prize was a 5$ game on steam. Shame I never got to enter one, as I was a horrible builder back then. [editline]5th February 2012[/editline] But just about all of the entries were just amazing
  • Garry should make a "Creations and Contraptions" subforum where you can post anything you've built out of props in gmod. i dunno, i just want the contraptions section back
  • [quote=Uncle Bourbon]Garry should make a "Creations and Contraptions" subforum where you can post anything you've built out of props in gmod. i dunno, i just want the contraptions section back[/quote] I made a 1200 word rant about how GMod General is clogged up and how much we fight for it being clean (especially us people from the contraption section and why we'd like our subsection back) in the Refugee Camp while I was banned. Looking back at it, it seems sort of silly. I tried the best I could but got dumbs. It actually does seem sort of dumb how much I fought for it. I tried my best though, guess we need more firepower. It does seem very doubtable that we'd get it back though, we would need some sort of magical event to happen first. Guess we just have to move on and live with what we have. [editline]edit[/editline] but oh god I would not mind it coming back.
  • Avatar of Unslinga
  • Could we make a poll for people who want the old contraption thread? 20 - 30 votes and we get our subforum back?
  • I'd love to see that but we'd need Garry to agree on it first, which is highly optimistic sadly. We need to keep fighting though, I guess. If it was going to happen though, only some selected people (x been here for a year) should be allowed to vote. Or else, we'd see people voting no for the sake of it. Also quick question, is my avatar Michael Rosen with a pink background?
  • Avatar of Unslinga
  • [QUOTE=Jackpody;34563585]I'd love to see that but we'd need Garry to agree on it first, which is highly optimistic sadly. We need to keep fighting though, I guess. If it was going to happen though, only some selected people (x been here for a year) should be allowed to vote. Or else, we'd see people voting no for the sake of it. Also quick question, is my avatar Michael Rosen with a pink background?[/QUOTE] Yes it is........... is there some kind of deep meaning behind it?
  • Avatar of Amplar
  • [media]http://www.youtube.com/watch?v=l0Hjc-UuZOE[/media] these maps own
  • Avatar of RedReaper
  • [media]http://www.youtube.com/watch?v=ceyNCfKJVhA&feature=youtu.be[/media] Holos. The tops are all McStrutted because gmod doesn't like recording holos. Scalable too, and actually animates the sliding piston.
  • Avatar of Unslinga
  • [QUOTE=Amplar;34565337][media]http://www.youtube.com/watch?v=l0Hjc-UuZOE[/media] these maps own[/QUOTE] Can't seem to find these maps anywhere... [QUOTE=RedReaper;34565622][media]http://www.youtube.com/watch?v=ceyNCfKJVhA&feature=youtu.be[/media] herp.[/QUOTE] That's some nice shocks you have there Red.
  • Avatar of Toyokunari
  • [QUOTE=Amplar;34565337] these maps own[/QUOTE] Indeed, the maps looks to be very big also, so I hope its not gonna be laggy when I try them out.
  • Avatar of Amplar
  • [QUOTE=Unslinga;34565671]Can't seem to find these maps anywhere... That's some nice shocks you have there Red.[/QUOTE] read the description
  • Avatar of RedReaper
  • [QUOTE=Unslinga;34565671]That's some nice shocks you have there Red.[/QUOTE] Thank you!
  • Avatar of Metacore
  • [IMG]http://cloud.steampowered.com/ugc/504637779368812552/380C9BDCB0D3309B59C5B6377A951344837FD7AE/[/IMG] Model = done (not sure about the paint/material)
  • Started working on some forcer-powered engines because thruster engines were really starting to [i]grind my gears.[/i] I'd say its a success. [IMG]http://i986.photobucket.com/albums/ae344/VekomaFanBoy/gm_flatgrass0007.jpg[/IMG] The best thing is I can drop it on the ground and let it sit there without fearing it destroying itself or flying off to one corner of the map. (There is a crank case, it's just faded out of view.) And they can be controlled using unmodified code for thruster engines. That's a bonus! I can't wait to start on a larger one and make a car.