• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
  • Oversized and overpowered heavy mech [img]http://dl.dropbox.com/u/12150594/Garrysmod/gm_buttes0068.jpg[/img] with working holo gauges [img]http://dl.dropbox.com/u/12150594/Garrysmod/gm_buttes0069.jpg[/img]
  • my fuck, I had this dream about us working together as a team, then getting the contraption subforum re-opened. Literally the second I woke up, I knew it wasn't real. It could be a sign! [img]http://upload.wikimedia.org/wikipedia/commons/1/1e/Rainbow.png[/img] I need to come out more.
  • Been experimenting with hydraulics moving pistons moving crankshafts. Results in few noticable vibrations due to no forces pushing the block any way. This allowed me to make my all time favorite engine configuration in a form that is actually usable. [t]http://cloud.steampowered.com/ugc/470860974107289306/1383B55749AE7B1AE71C79BDECEC07B387A1BA2A/[/t] The only problem I'm having now is that the engine redlines much lower than my other engines. I'm nearly sure it's not a timing flaw, so it must just be the hydraulics being stupid.
  • [QUOTE=MrWhite;34571217]Been experimenting with hydraulics moving pistons moving crankshafts. Results in few noticable vibrations due to no forces pushing the block any way. This allowed me to make my all time favorite engine configuration in a form that is actually usable. The only problem I'm having now is that the engine redlines much lower than my other engines. I'm nearly sure it's not a timing flaw, so it must just be the hydraulics being stupid.[/QUOTE] Speaking of redlining, do you have issues with your flywheels spazzing out at over 1900rpm? Once I surpass 1900-2000 rpm my flywheel starts to wobble, and the whole engine will start to surge between 900-3000 rpm, depending on the kind of engine. Nothing I do seems to help the issue.
  • Avatar of Calamity
  • [QUOTE=MrWhite;34571217]Been experimenting with hydraulics moving pistons moving crankshafts. Results in few noticable vibrations due to no forces pushing the block any way. This allowed me to make my all time favorite engine configuration in a form that is actually usable. [t]http://cloud.steampowered.com/ugc/470860974107289306/1383B55749AE7B1AE71C79BDECEC07B387A1BA2A/[/t] The only problem I'm having now is that the engine redlines much lower than my other engines. I'm nearly sure it's not a timing flaw, so it must just be the hydraulics being stupid.[/QUOTE] What is the order? That doesn't seem like 1-2-3-4-5.
  • Avatar of JDB
  • [QUOTE=MrWhite;34571217]Been experimenting with hydraulics moving pistons moving crankshafts. Results in few noticable vibrations due to no forces pushing the block any way. This allowed me to make my all time favorite engine configuration in a form that is actually usable. The only problem I'm having now is that the engine redlines much lower than my other engines. I'm nearly sure it's not a timing flaw, so it must just be the hydraulics being stupid.[/QUOTE] I havent ever touched any engines in gmod but from that picture it looks like your timing is off.
  • Of course the timing isn't 1,2,3,4,5. That 'd just be silly. The order is 1,5,2,4,3, which is a proper balanced firing order for an Inline 5 engine. Any engine should never be timed to fire in sequence (I.E, 1,2,3,etc) because it creates unnecessary stress on the crankshaft. Balancing the power out like I did with that engine produces the least amount of stress on the crankshaft. [editline]6th February 2012[/editline] Also, just to clarify, the operational redline for the engine is just shy of 1000 RPM. it would be nearly impossible to get that RPM out of an improperly timed engine.
  • Avatar of Calamity
  • [QUOTE=MrWhite;34575032]Of course the timing isn't 1,2,3,4,5. That 'd just be silly. The order is 1,5,2,4,3, which is a proper balanced firing order for an Inline 5 engine. Any engine should never be timed to fire in sequence (I.E, 1,2,3,etc) because it creates unnecessary stress on the crankshaft. Balancing the power out like I did with that engine produces the least amount of stress on the crankshaft. [editline]6th February 2012[/editline] Also, just to clarify, the operational redline for the engine is just shy of 1000 RPM. it would be nearly impossible to get that RPM out of an improperly timed engine.[/QUOTE] Yeah, i know that it shouldn't be 1-2-3... Well on Inline 5's there is no opposite piston of each piston, so i didnt know how to balance it. That probably will help me. But surprisingly, i have made a V10 in past. It just had 1-2-3.. order and it was pretty much balanced. Have that on my youtube channel: [video=youtube;O2L0PsM3EZg]http://www.youtube.com/watch?v=O2L0PsM3EZg[/video]
  • Avatar of Unslinga
  • Does anyone remember the boat mod thingy someone was working on ages ago? Where you could stand on props and not fall off them, not gravity hull btw...
  • [QUOTE=RedReaper;34576076]is there any particular advantage to the tiny tiny crankshafts under 600rpm?[/QUOTE] Not particularly. The main advantage that I've noticed was simply being able to make a smaller engine due to the smaller stroke of the piston. In my experience they also tend to be slightly less prone to slider spazz on the pistons. But using the 1x1 PHX shafts gives you an engine with much more torque "out-of-the-block" than the platexplate shafts. I would recommend the platexplate for high RPM engines with the intent of gearing it down using an E2 code similar to what MrWhite posted in this thread. Also, MrWhite, on the topic of firing orders, is there a specific firing order you use for V8s/I4s? I've always had the sets of pistons which move in unison fire at the same time, but now I'm wondering if I can suck a few more RPMs/HP out of my engines. And finally, does anyone know where I can get Wenli's Dyno? The only link I've found for it is dead, and the Autodyno on Garry'smod.org doesn't work above default game speed limits.
  • I tried to make a physical engine today, failed like usual. :v: also won't bring it up anymore for now but today marks the half year mark for the removal of the contraption section. RIP.
  • [QUOTE=Jackpody;34578533]I tried to make a physical engine today, failed like usual. :v: also won't bring it up anymore for now but today marks the half year mark for the removal of the contraption section. RIP.[/QUOTE] If you would like, I could give you some help later tonight. (Probably around 7:30ish PM central time) Or some other time if it's more convenient for you.
  • Stug III i made in about 5 days. Put alot of detail on it etc and ended up in about 250 props. [url]http://www.youtube.com/watch?v=4gK0s54gk6w&blend=1&lr=1&ob=0[/url]
  • Avatar of Toyokunari
  • [QUOTE=Guidness;34578888]Stug III i made in about 5 days. Put alot of detail on it etc and ended up in about 250 props. [url]http://www.youtube.com/watch?v=4gK0s54gk6w&blend=1&lr=1&ob=0[/url][/QUOTE] I like that tank, I'm one of your viewers who saw that tank just randomly searching youtube. Make a video out of it moving, would be cool!
  • [QUOTE=RedReaper;34576076]is there any particular advantage to the tiny tiny crankshafts under 600rpm?[/QUOTE] The main advantage is stability, a higher attainable stable RPM, and an overall decreased vibration level. With this hydraulic engine I'm working with, there's a big difference in vibration with increasing crankshaft diameters. I just find that, for what I do, the smaller diameter crankshafts can provide more than enough power for my needs. If you need more power, just scale it up. You can even use PA to place the ropes to keep the profile relatively the same, too. [editline]6th February 2012[/editline] [QUOTE=Sir Lulzalot;34578071]Also, MrWhite, on the topic of firing orders, is there a specific firing order you use for V8s/I4s? I've always had the sets of pistons which move in unison fire at the same time, but now I'm wondering if I can suck a few more RPMs/HP out of my engines.[/QUOTE] In Garrysmod, firing order does not dictate overall power, but rather stability and balance. For a V8, I typically let the front and rear pistons on one side fire, then let the middle pistons on that side fire 180 degrees later. I repeat that process on the other side, skewed 90 degrees out of phase, though. You're left with what s basically a flatplane V8, which features an extremely simple timing structure (two if(){}else{} statements, followed by two X=-Y statements) and a perfectly balanced, vibration free cycle.
  • [QUOTE=Guidness;34578888]Stug III i made in about 5 days. Put alot of detail on it etc and ended up in about 250 props. [url]http://www.youtube.com/watch?v=4gK0s54gk6w&blend=1&lr=1&ob=0[/url][/QUOTE] the video and the tank is not in good lighting but the map needs to change
  • [QUOTE=MrWhite;34579202] In Garrysmod, firing order does not dictate overall power, but rather stability and balance. For a V8, I typically let the front and rear pistons on one side fire, then let the middle pistons on that side fire 180 degrees later. I repeat that process on the other side, skewed 90 degrees out of phase, though. You're left with what s basically a flatplane V8, which features an extremely simple timing structure (two if(){}else{} statements, followed by two X=-Y statements) and a perfectly balanced, vibration free cycle.[/QUOTE] Well it looks like I've got it as good as it's going to get then, thanks!
  • Avatar of RedReaper
  • [url=http://www.facepunch.com/threads/1161880]Making some addons for this maybe in the future is my wip.[/url]
  • Avatar of Joey Skylynx
  • I still wish the League of Legends/RTS gamemode I was talking to balto/cop about was a reality. The idea starts with you placing on a map, and from that base infantry spawns. The NPCs which spawn can only be controlled in very basic fashion. You tell the troops to patrol an area radius. This of course still won't be limited to how big the Patrol Radius is... But moving on. The infantry's goal is to kill the enemy base and the enemies contraptions. If not given a patrol radius they'll do their own thing and wander around looking for enemies or just doing idle movements. The types of infantry are as followed. SMG - Armed with SMG's for attacking Players/Other Infantry RPG - Armed with an RPG which takes out/damages contraptions, fortifications, and strategic bases. All though basic, the infantry will pour out in mass numbers. No resources, no tickets, no bullcrap... Just a steady slow stream of death which will continue to move around in it's own fashion or under patrol orders from the 'Hero'. Which brings me to the next part... Who's the Hero? Is it some sort of playermodel with mysterious ways or some evil god which does mind control? No. The 'Hero' is the player. Actually... In RTS terms. The Player is, the hero, the support class, the commander, the engineer... Everything. It's up to the tactics of the player to decide what they want to do. If your unable to follow what I'm saying[being that I'm half awake], the player designs contraptions, fortifications, strategic emplacements, and everything to aid their troops in destroying the enemy base or defending their own. As it goes though... Some restrictions must be placed! But nothing that will harm the creativity and tactical know how of Garry's Modders. These restrictions will be incredibly basic. You can only spawn props in your base. Heavy props can't be lifted outside your base, and of course... Your contraptions will be timed on spawning. 1 Ton = 2-4 Seconds added on spawn time. This stops players from spawning super mega-death rape machines, and gives the only if any resource-type limit to the game. What do you build though...? Anything. Like I said earlier... What it takes to win. Wanna para-drop NPCs? You can build an aircraft with a Warmelon-alike launcher system. Wanna use your tanks to move up the lines and attack enemy strong points? You can do it. Wanna do unconventional warfare with landmines? Do it. How about something non-violent... Like making a bridge across a river to give your NPC's a quicker route to the enemy base/frontlines. It can be done. It's all tactics, and transporting supplies to where needed. Everything is determined by the map, and the creativity of the builder. Sorry if this isn't exactly WIP... Just making an idea guy suggestion for an ACF gamemode.
  • Avatar of Hell0
  • I felt quite hesitant to post my amateurish creations here after seeing all the awesome and complex stuff people have showcased here, but here is something I'm personally happy for after playing for 3 weeks: A vertically stable thruster-only jet airplane, [I][B]Aerojet Beta 2.1[/B][/I] ("Beta" because it's not finished yet) [IMG]http://i.imgur.com/4XAXEl.jpg[/IMG] I have always loved planes IRL, and they're mostly the reason I play Gmod. However, most of the planes I've seen use either some sort of an automatic hovering system and/or fin. Although planes with hoverballs and fin fly really well, they never felt quite realistic to me in terms of 'the touch' when controlling them. I wanted to counteract this trend by attempting to make a plane with thrusters only (I was inclined to stabilize it with a gyroscope and vector thrusters but I decided against it later on). I have succeeded in vertically stabilizing the plane with only 1 thruster that is aligned with the bottom of the plane in a 45-degree angle. This means that I can release the plane in midair with the main thrusters on, and although it would slowly fall, it's pitch would stay stabilized through the entire journey, enabling smooth landings. [IMG]http://i.imgur.com/W8KMHl.jpg[/IMG] Here is the erratic cockpit interface I've managed to scrap together so far: [IMG]http://i.imgur.com/dnIRll.jpg[/IMG] - There are basically 6 screens here, although only one of them, the altitude indicator, is actually important if you aim to make smooth landings. Note that the altitude here shows negative values due to the map design of gm_bigcity; it's optimized for gm_flatgrass. Moreover, I had to divide the GPS-sensor's Z-value by 50 in order to get the altitude to display in meters. - The velocity screen shows, well, your velocity (in KM/H). Due to speed caps the plane can't really go past 133 KPH on regular servers. - The 'ANGLR VLCT' is an abbreviation of angular velocity which should show the plane's world XYZ-velocity in radians per second (not sure about the exact time unit, I assume it's a second). This is of no practical use, but it makes you look overall more tech-savvy when flying it. - The screen with the two values, pitch and roll, get their values from the gyroscope attached to the back of the plane. These can be useful if you aim to make a long vertical flight, because the roll has to be as close to zero as possible, and the pitch has to be just a tad bit above 0. I still use my eyes more though, but the screen serves some aesthetic value nonetheless. In the middle column you can see two screens which act as certain types of radars, although the bottom screen is an oscilloscope, thus not technically a radar. The top radar is an E2 code linked on an EGP monitor, but [B][U]note:[/U][/B] [U]I did not make the code, I just asked my friend to do it.[/U] E2-coding is still way too complicated for me, thus I don't want to take any credit for the radar. The radar's range is 20 000 by default, and it shows any other players in the range as thick red dots. In the picture it shows none though because it was single-player. The bottom radar is an oscilloscope that shows the plane's position in the world's XY-dimensions as a moving dot (which you can see later). This was achieved by attaching a GPS-sensor on the plane and dividing its X and Y values with numbers around 13 000 -15 500, depending on the map. On gm_flatgrass, the approximate division values were 13500 for X and 15500 for Y (or vice versa, I don't exactly remember). [U]Pictures of the plane in action:[/U] [I]Cockpit view #1[/I] [IMG]http://i.imgur.com/HktRdl.jpg[/IMG] [I]Cockpit view #2[/I] (Note the oscilloscope showing the plane's current XY-location and its past trajectory) [IMG]http://i.imgur.com/AtUv2l.jpg[/IMG] [I]Camera view #1[/I] [IMG]http://i.imgur.com/qQajHl.jpg[/IMG] [I]Camera view #2[/I] [IMG]http://i.imgur.com/0N9vAl.jpg[/IMG] Future plans: Add an alerting sound system whenever the plane's roll or pitch exceeds 90 degrees, and a beeping sound indicator if the altitude is lower than 10 meters with the main thrusters on. Only problems I'm having with it are constraints gone bad due to duping it. The wheels especially like to go limp after just a few dupes, but I guess these are natural issues. When I consider the plane done, I will have to re-weld it thoroughly. The plane itself isn't really that great, but I hope I at least made this an interesting read for you. :smile:
  • Avatar of Hell0
  • [QUOTE=mastfire;34587724]you could make a jet fighter cause it looks like b-1 lancer and su 29 mixed.[/QUOTE] Any suggestions what kind of weaponry to add and how? I don't really know what to do apart from static turrets and/or missile prop spawners.
  • At least have some sort of gun so it can defend it self at least. For air superiority, AIM 9 missiles etc. But the plane looks like a ground attacker so bombs and AT missiles.
  • Avatar of RedReaper
  • Tiny tiny exploding soda cans attached to balloons.[img]http://www.facepunch.com/fp/ratings/funny2.png[/img] Also that's very nice; you're doing great for the experience you have. After 3 weeks my best contraption was a two-piston steam engine using connas stools that looked like shit. Prop spawners and applyforce make good non-acf missiles (I don't see a lot of ACF dogfights tbh), and an alternative for altitude is just leaving a GPS on the ground and subtracting its Z from the current Z you have. Kinda cheap but it works.
  • Avatar of JDB
  • Cockpits page [img]http://dl.dropbox.com/u/8682580/wat/cockpitguide.jpg[/img]
  • Avatar of JDB
  • [QUOTE=ShadowPhoeni;34596288]jaydeebee is a thief[/QUOTE] oh yeah you made that speedo and attitude thing
  • Avatar of Amplar
  • [IMG]http://i890.photobucket.com/albums/ac109/XanderKarbine/Gmod%202/dm_dam0012.jpg[/IMG] my most advanced tank to date, going to be my new MBT. it's hideous but its looks are completely governed by its function.