1. Post #1441
    Gold Member
    Sestze's Avatar
    March 2005
    1,011 Posts
    Ops don't matter, it's what you do with said ops.
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  2. Post #1442
    Winstonn's Avatar
    August 2010
    855 Posts
    So Karbine and I made a couple of WWI planes, armed with a pair of 14.7mm machine guns each.
    His on the left, mine on the right:





    Tomorrow we will make them work1!
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  3. Post #1443

    July 2008
    835 Posts
    heavily armored flying tank sniper


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  4. Post #1444
    Frankess's Avatar
    November 2005
    460 Posts
    Ohh, its on.


    'bout time I tackle a fin only VTOL anyway, I know James beat me to the punch with a fin only osprey, but eh, it must be done.
    It's not on couse i will never make it fly only by fins. Although... suddenly that concept became much more tempting. Maybe I will make it fly by fins! And ACF! so it is on. :F
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  5. Post #1445
    Gold Member
    TestECull's Avatar
    July 2007
    4,682 Posts
    Like red said its pretty easy, here is a very simple steering wheel.

    Code:
    holoAng(1, Body:toWorld(ang(45, 0, -Body:toLocal(SteeringArm:angles()):yaw())))

    I can't seem to get this to spawn right. The E2 gave me errors regarding inputs on Body and SteeringArm, when I fixed that it just sits there and goes "Whaaaa?" at ":angles())". The E2 wiki doesn't mention a damn thing about holograms of use, what little it does mention about angles does absolutely nothing to solve this, random tinkering just returns more errors, and google fails me.


    Halp? Or am I going to have to go somewhere else to get help?
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  6. Post #1446

    October 2011
    110 Posts
    Hello generic facepunch contraptions person

    Here is a tank speed hold/cruise control/speed governor/whatever e2. Does the job nicely.

    Code:
    @name ACF tank speed hold
    @inputs Up Down Throttle Active
    @outputs T MPH Set Delta
    @persist  Set Delta T2 Active2 MaxSetting
    @trigger 
    
    #Hi, I am Iwancoppa
    #Welcome to ACF tank speed hold V1.1
    
    #WIRING INSTRUCTIONS
    #Active to the button that will toggle the speed hold
    #Up to the button that increases target speed
    #Down to the button that decreases the target speed
    #Throttle to your tank chip
    
    #Wire the engine's throttle to T
    #MPH is your speed in MPH
    #Set is the speed that it will aim for
    
    #When the hold is off, the engine's throttle will be equal to the throttle input allowing
    #for regular driving.
    
    #Change MaxSetting to change the maximum target speed.
    MaxSetting = 33
    
    interval(1)
    
    MPH = toUnit("mph",entity():vel():length())
    Delta = $MPH
    
    
    
    if(Active2){
    T =clamp( T + ((Set - MPH) / 2) - (Delta * 20),0,100)
    } else {T = Throttle}
    
    
    if(Up & ~Up){Set++}
    if(Down & ~Down){Set--}
    if(Set < 2){Set = 2}
    if(Set > MaxSetting){Set = MaxSetting} 
    
    if(Active & ~Active & Active2 == 0 ){Active2 = 1}
    elseif(Active & ~Active & Active2 == 1 ){Active2 = 0}
    Enjoy.
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  7. Post #1447

    October 2011
    110 Posts
    Tankette-APC-thingi

    2tons, 1.6l diesel.

    Featuring holo brake bars, gas pedal, shutters(with fading door armor) and cruise control speed gauge.(courtesy of poheniks)

    Uses the tank speed hold e2 in my last post for cruise control.

    Resistant to 7.62mm from all angles.


    Shutters down.

    Shutters up.

    Inside view. Gauge is on the left.

    Open that shutter foo
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  8. Post #1448
    unrezt's Avatar
    August 2009
    760 Posts
    I can't seem to get this to spawn right. The E2 gave me errors regarding inputs on Body and SteeringArm, when I fixed that it just sits there and goes "Whaaaa?" at ":angles())". The E2 wiki doesn't mention a damn thing about holograms of use, what little it does mention about angles does absolutely nothing to solve this, random tinkering just returns more errors, and google fails me.


    Halp? Or am I going to have to go somewhere else to get help?
    Well...you need to define the entities. Wire these to your car's body and steering plate.

    Code:
    @inputs [Body SteeringArm]:entity
    You also need to create the hologram.

    Code:
    if (first())    {
        holoCreate(1)
    }
    Putting it all together you get:

    Code:
    @inputs [Body SteeringArm]:entity
    
    interval(90)
    if (clk())	{
    	holoAng(1, Body:toWorld(ang(45, 0, -Body:toLocal(SteeringArm:angles()):yaw())))
    } elseif (first())	{
    	holoCreate(1)
    }
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  9. Post #1449
    Gold Member
    TestECull's Avatar
    July 2007
    4,682 Posts
    Well...you need to define the entities. Wire these to your car's body and steering plate.

    Code:
    @inputs [Body SteeringArm]:entity
    You also need to create the hologram.

    Code:
    if (first())    {
        holoCreate(1)
    }
    Putting it all together you get:

    Code:
    @inputs [Body SteeringArm]:entity
    
    interval(90)
    if (clk())	{
    	holoAng(1, Body:toWorld(ang(45, 0, -Body:toLocal(SteeringArm:angles()):yaw())))
    } elseif (first())	{
    	holoCreate(1)
    }




    Thanks! Gonna conk out now, tomorrow I will fiddle around with the various settings and make it wheel shaped. Maybe even give it color!
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  10. Post #1450

    March 2011
    33 Posts


    that's more than the amount of ops on some of my entire contraptions.

    Edited:



    I made a tilting rotor heli with fin and an acf radial. We really need more turbines.
    Just gonna correct Jake a little, I made the chips, and most of em are running 0 ops, other than ones that need to run every tick, like the targeting system.
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  11. Post #1451
    Dennab
    June 2010
    2,040 Posts
    ah. That's a bit different.

    Also, Iwan, "interval(1)"? That's like runOnTick(1). Most servers don't go below interval(20) or whatever anyway.
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  12. Post #1452
    Gold Member
    TestECull's Avatar
    July 2007
    4,682 Posts



    Coming along. It ain't the prettiest steering wheel in the land but by god it works.
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  13. Post #1453
    unrezt's Avatar
    August 2009
    760 Posts
    ah. That's a bit different.

    Also, Iwan, "interval(1)"? That's like runOnTick(1). Most servers don't go below interval(20) or whatever anyway.

    interval(1) = interval(10) = interval(15) = runOnTick(1) (on 66 tick servers anyway)

    interval(N) is always clamped and rounded to multiples of 15. You can confirm this yourself using this code...

    Code:
    if (first()) {
        Curtime = curtime()
        interval(1)
    }
    else {
        Curtime = curtime() - Curtime
        print(Curtime)
        reset()
    }
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  14. Post #1454

    October 2011
    110 Posts
    interval(1) = interval(10) = interval(15) = runOnTick(1) (on 66 tick servers anyway)

    interval(N) is always clamped and rounded to multiples of 15. You can confirm this yourself using this code...

    Code:
    if (first()) {
        Curtime = curtime()
        interval(1)
    }
    else {
        Curtime = curtime() - Curtime
        print(Curtime)
        reset()
    }
    Great! thanks unrezt!


    Also, if anyone wants to know how, I can make a tutorial for the holo brake bars, shutters and gas pedal.
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  15. Post #1455
    Dennab
    June 2010
    2,040 Posts
    Great! thanks unrezt!


    Also, if anyone wants to know how, I can make a tutorial for the holo brake bars, shutters and gas pedal.
    Holo brake bars are best brake bars! Also the shutters were a nice touch. I like that. I have a cupola that works the same way.

    Holo lets you do so many neat little things.
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  16. Post #1456
    Frankess's Avatar
    November 2005
    460 Posts



    Almost done. All I have to do now is write nice code which will controll all proppelers. First tests showed that it is possible to fly with that only by fins. Oh, and it has 310 props where 80% are in proppelers.

    Sorry for no AA but I had to disable it in order to get more FPS. My PC is slowly dying.
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  17. Post #1457
    Dennab
    June 2010
    2,040 Posts
    Code:
    @name Holo - Steering Wheel
    @inputs Master:entity
    @outputs 
    @persist AD Ard
    @trigger 
    interval(100)
    #Steering wheel cannot be at 90 degrees.  Must be less than 90 degrees
    #steering master must be facing forward at rest.
    if(first())
        {
            Mul = 3
            Color = vec(128,128,128)
            Ang = entity():angles():yaw()
            holoCreate(1,entity():toWorld(vec(0,0,10)),vec(0.075,1.25,0.125),entity():toWorld(ang(0,90,0)),Color)
            holoParent(1,entity())
            holoModel(1,"hq_rcube")
            #holoAlpha(1,0)
            holoCreate(2,entity():toWorld(vec(0,0,10)),vec(1.3,1.3,1.3),angnorm(entity():angles()+ang(0,0,90)))
            holoModel(2,"hq_torus_thin")
            holoColor(2,Color)
            holoParent(2,1)
            holoCreate(3,entity():toWorld(vec(0,0,6)),vec(0.25,0.25,0.75),angnorm(entity():angles() + ang(0,0,0)),Color)
            holoModel(3,"hq_rcylinder")
            holoParent(3,entity())
            holoMaterial(1,"Models/Weapons/V_Stunbaton/W_Shaft01a")
            holoMaterial(2,"Models/Weapons/V_Stunbaton/W_Shaft01a")
            holoMaterial(3,"Models/Weapons/V_Stunbaton/W_Shaft01a")
            
        }
    
    AD = Master:bearing(entity():pos() + (entity():forward():setZ(0) * 5000000000000000000)) /45
    AD0 = (AD*360)
    Ang = (entity():angles():yaw() + (AD0))
    holoAng(1,entity():toWorld(ang(90,AD0,0)))
    holoPos(1,entity():toWorld(vec(0,0,10)))
    Steering wheel.
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  18. Post #1458

    October 2011
    110 Posts
    Making a panzer2 - like tank that is multicrew and megarealistic.

    PA hydros/sliders allows for nice pod lifting so I can fit a roof hatch/cuppola for the driver and commander/gunner.
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  19. Post #1459
    leadmax's Avatar
    September 2011
    6 Posts
    ok this is my first using ACF and doing bodywork tell me what you think and i know it looks silly


    http://cloud-2.steampowered.com/ugc/...8B5E0897C6A47/
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  20. Post #1460

    July 2008
    835 Posts
    ok this is my first using ACF and doing bodywork tell me what you think and i know it looks silly


    http://cloud-2.steampowered.com/ugc/...8B5E0897C6A47/
    I'd use smaller guns, something less ridiculous for that size.
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  21. Post #1461
    Gold Member
    TestECull's Avatar
    July 2007
    4,682 Posts
    Never. There is no substitute for more gun. A texan who built a lot of guns told me that once, and it's a mantra that's always done me well in gaming.
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  22. Post #1462
    leadmax's Avatar
    September 2011
    6 Posts
    I'd use smaller guns, something less ridiculous for that size.
    i am that was just a joke set up
    im using 2 50mm auto loading canons
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  23. Post #1463
    R4mir3z's Avatar
    May 2005
    16 Posts
    Just realised how awesome ACF is.

    And now I'm doing some research on real independet suspension systems without using those stupid Rigid Ropes.



    Dang, i really want to rebuild a DPV Buggy. But when it comes to to ball joints this engine really tends to suck. Any ideas?
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  24. Post #1464
    Uncle Bourbon's Avatar
    November 2011
    3,967 Posts
    There's nothing stupid about rigid rope independent suspension. It's the best and least laggy option. As long as you do it correctly
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  25. Post #1465
    R4mir3z's Avatar
    May 2005
    16 Posts
    No need to be rude.

    Systems with rigid ropes involved tend to spread their wheels while they are damping. Also it is kind of impossible to use them as pivot arms, since they can't resist any kind of axial force (applied to the wheels).



    By using props I am able to integrate some limiters (by using advanced ball joints). It get's a bit complicated if I try this with rigid ropes. At least as far as i know.
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  26. Post #1466
    Gold Member
    MrWhite's Avatar
    March 2010
    2,459 Posts
    No need to be rude.

    Systems with rigid ropes involved tend to spread their wheels while they are damping. Also it is kind of impossible to use them as pivot arms, since they can't resist any kind of axial force (applied to the wheels).



    By using props I am able to integrate some limiters (by using advanced ball joints). It get's a bit complicated if I try this with rigid ropes. At least as far as i know.
    I tried to reply to you on Youtube, but it said your account wasn't accepting messages from non-contacts.

    I wanted to show you this:
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  27. Post #1467
    R4mir3z's Avatar
    May 2005
    16 Posts
    Tried it out and... what can i say. It works like a charm! But it's not like I've expected something else from you, dear Sir.

    No more spazzing out with my weird contraptions \o/
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  28. Post #1468
    Uncle Bourbon's Avatar
    November 2011
    3,967 Posts
    No need to be rude.
    I am sorry about my incredibly rude and offensive statement.
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  29. Post #1469
    Gold Member
    DanRatherman's Avatar
    January 2007
    2,796 Posts


    Completely analogue wooden tank, purely using general construction props. ~Old School~
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  30. Post #1470

    January 2012
    97 Posts
    My just finished car: The Mamba hyper-roadster








    Its a bit basic, just a body an ACF 7.0 Liter V12, a gearbox, some wheels and two seats but 0-60 in 1.8 seconds and a maximum top speed of 116 MPH(limited due to wheels screwing up at 1200 wheel RPM)/sustainable top speed of 102 MPH, is always fun....

    Edit:
    It shoots flames out of the exhaust periodically when the engine is revving past 7200 RPM, pictures are also fixed...
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  31. Post #1471
    Needs more suspension.
    Amplar's Avatar
    February 2006
    4,310 Posts

    dohohou
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  32. Post #1472
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,736 Posts
    And now my answer to the VTOL:



    V-312 Bagheera

    Wrenches to whoever can guess my new name source
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  33. Post #1473
    Gold Member
    MrWhite's Avatar
    March 2010
    2,459 Posts
    Wasn't that the name of the leopard thing from the Jungle Book?

    Edited:

    Yep, googled it, that's what it is. Wrenches.
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  34. Post #1474
    AlphaMac's Avatar
    April 2012
    5 Posts

    dohohou
    Immense :L loved it, them planes are looking smexy, good job ;)
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  35. Post #1475
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,736 Posts
    Wasn't that the name of the leopard thing from the Jungle Book?

    Edited:

    Yep, googled it, that's what it is. Wrenches.
    Nailed it. I already have an Akela so Bagheera followed
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  36. Post #1476
    Gold Member
    MrWhite's Avatar
    March 2010
    2,459 Posts
    Just watched the movie with younger cousins last week

    Edited:

    More sat by with it playing and talked to my computer-savvy photographer of an uncle.


    /content
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  37. Post #1477
    Dennab
    June 2010
    2,040 Posts
    a real independent suspension usually "bows out" quite a bit as it goes through its suspension travel. Those in gmod bow out far less than real ones, we just tend to have massive suspension travel, because we don't drive primarily on smooth road and we don't have tires to absorb the impact. And because suspension is cool.
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  38. Post #1478
    Gold Member
    TestECull's Avatar
    July 2007
    4,682 Posts
    All suspension does that. Live axles tend to move in a bit of an arc due to the driveshaft as well, but they do it longitudinally so it isn't an issue.
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  39. Post #1479
    Kebab's Avatar
    August 2010
    413 Posts
    I'm stumped on how to continue this...any ideas?







    Map: Gm_Valley (available on toybox)
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  40. Post #1480
    R4mir3z's Avatar
    May 2005
    16 Posts
    A DPV(ish) Buggy.



    I still need to add a lot of details. But at least it drives.
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