1. Post #1841
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,817 Posts


    F-101 Voodoo Stuff and things

    Edited:
    Oshit pageking. Oh well, there have been worse.
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  2. Post #1842

    April 2012
    58 Posts

    Boredom. lol
    Best Gmod engine sound I have ever heard.
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  3. Post #1843

    July 2008
    850 Posts
    crew based mech. still got a lot of work to do inside and out




    Edited:

    logs, beer, and a gramophone


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  4. Post #1844
    neolite's Avatar
    November 2007
    88 Posts
    A cool picture, so I thought why not?
    I was playing around with all kinds of settings, result.



    Edit: Skeligan rating me dumb all the time, you mad?
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  5. Post #1845
    Contron's Favourite Foxy
    eurocracy's Avatar
    May 2007
    1,264 Posts
    Finished the body and interior of my PanzerKampfWagon VIII Maus.
    First tank I've done in five years, and those were horrible excuses of tanks, so this was a good learning experience.


    I could have done it cleaner, but I'm happy with it as it is working right now. I really just want to get a turret on it and working and move onto another project.

    I'm thinking... Char 2C and TOG 2? I also REALLY want to build the P1000 Ratte and the P1500 monster though.
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  6. Post #1846
    Gold Member
    Psygo's Avatar
    July 2007
    4,433 Posts
    that's huge.
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  7. Post #1847
    Dennab
    June 2010
    2,040 Posts
    Looks like you're about to slip a track.
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  8. Post #1848
    Contron's Favourite Foxy
    eurocracy's Avatar
    May 2007
    1,264 Posts
    that's huge.
    Well... It's to scale width and length. Height... I think it may be a bit too tall. The original was huge as hell though.

    Looks like you're about to slip a track.
    Slip a track?
    I know the tracks are pretty bad, I looked at how you guys make them look like 3 hours after I finished making them, my future ones will not look like that I hope.

    Edited:

    Lemme edit this footage of it driving and the "Crush" mode.

    Edited:

    She's uploading.

    Edited:

    Automerge I have missed you so much!
    The normal speed of the tank is limited to 13 mph like the original. The turning is crazy though, but it was never designed to be used in ACF, so why not?
    The "!crush" mode raises the speed limit to 30mph for 30 seconds, allowing you some time to drive clean over people or ram stuff while you listen to some guy yelling "Run for your life" and some music for some action.
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  9. Post #1849
    Dennab
    June 2010
    2,040 Posts
    in the first pic it looks like your tread dangled like a foot below the sprocket. Makes the tracks fall off due to tension issues.


    also crush mode wtf why
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  10. Post #1850
    Contron's Favourite Foxy
    eurocracy's Avatar
    May 2007
    1,264 Posts
    Ah, I didn't know that. Though, on the maus, I don't think they'd fully fall off, but would be pretty damn unstable.
    The build wasn't supposed to be entirely serious for combat purposes, I put the feature in for some fun when driving it around or using it on servers.

    It won't be a feature in future tanks I think.
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  11. Post #1851
    Dennab
    June 2010
    2,040 Posts
    A comparison between the old and the new track chips. One uses traces and one uses vectors and some additional optimization, making it much easier to set up (like 2-3 variables for scaling) and less laggy.
    I've only had a noticeable lag spike on one individual server, and that server, anything E2 I spawn has bizarre amounts of lag. A few weeks ago a floating plate E2 almost crashed it, despite running ~20 ops and one trace/2 applyforce/1applyangforce and minimal mathematical computation. It also could be accounted to the fact that I was going 80mph in a tracked vehicle with four roadhweels and a total holo control setup.


    Code:
    @name Red's Track System - v2d: red has no life
    @inputs [La Ra]:wirelink
    @outputs [Aa0 Aa1 Aa2 Aa3 Aa4 Aa5 Aa6 Aa7 Aa8 Aa9 Aa10 Aa11 Aa12]:vector
    @persist [SprocketL SprocketR RSprocketL RSprocketR R1 R2 R3 R4 R5 L1 L2 L3 L4 L5]:entity F Wheelnumber Trackrun M AMod:angle Skin:string Sprsize Roadwheelsize Thickness Width RSprsize [Pos Up Right Fore RRPos LRPos LPos RPos]:vector Uhm Wheelmod Sprocketmod RSprocketmod Stretchmod Off
    @trigger 
    
    interval(175)
    
    if(dupefinished()) {reset()}
    
    if(first())
        {
            #This is a simple holo caterpillar track system 
            #While it may look a bit confusing at first, this is an easy tool to use.]
            #much easier than the old one.  This adds "tracks on" and "tracks off" chat commands to disable the tracks
            
            #It was made by redreaper.  That's me.  I'll probably put together a vid on how to set it up but it's nto hard.
            #GunslingerP Karbine and shadowscion did help, Gunslinger betatesting, karbine and slinger both suggesting features, shadow helping with code optimization and math shit
            #current issues will be resolved iwth subsequent releases.
            
            #to use this, parent it upright, facing forward, to your vehicle.  Make sure the chip loads upright and not at an angle (that'll twist treads up)
            #usually this is the center of the tank.  if your roadwheels are forward more or aft more
            #adjust the chip's position accordingly. you want the chip spaced evenly between the idler & drive sprocket
            #Scaling of the wheels is now done different, you're only going to fine tune htem, it'll start them at boundingbox size
            
            #Some basic variables - These variables are 99% of the time all you need to tweak.
            Wheelnumber = 4 #How many roadwheels you have.  NOTE: ONLY QUANTITIES OF 4 AND 5 ARE WORKING
            Sprmod = 3 #Fine-tune the size of the front sprocket
            RSprmod = 5 #Fine-tune the size of the rear sprocket
            Width = 1.7 #Width of the track's contact patch
            Thickness = 0.3 #The thickness of the actual track.  Keep it between 0.1 and 0.3, usually 0.2 is enough.
            Trackrun = 1 #Do tracks run along the top?  saves 4 holos.  turn off trackrun if you have side skirts
            Skinnum = 3 #Number to designate which skin to use
            Roadwheelmod = 3 #Fine-tune the size of roadwheels
            Wheelmod = 0 #Modifier of width for the roadwheels
            Sprocketmod = 0 #Modifier of width for the front drive sprockets
            RSprocketmod = 0 #Modifier of width for the rear drive sprockets
            Stretch = 7 #Modifier of length for the first and last roadwheels, to look smoother
            Color = vec(200,200,200) #Color the treads
            
            #These should not need altering.
            M = 0.09 #should be able to ignore this, scaling for track connection
            Uhm = Thickness*12 #trackrun above ground
            TUV = vec(0,0,(Thickness*1.5)) #Thickness up multiplier.
            AMod = ang(0,0,0) #Modifier for angles, do not use at this time
            if(Skinnum == 1) {Skin = "phoenix_storms/middle"} #A good solid jointed texture for ww2 and modern tanks
            if(Skinnum == 2) {Skin = "phoenix_storms/metalset_1-2"} #A metallic texture, for early ww2 and ww1 tanks
            if(Skinnum == 3) {Skin = "phoenix_storms/FuturisticTrackRamp_1-2"} #Another metallic texture, for early ww2 and ww1 tanks
            if(Skinnum == 4) {Skin = "models/XQM/Rails/gumball_1"} #Rubber banded track skin, use dark colors.
            if(Skinnum == 5) {Skin = "phoenix_storms/car_tire"} #A car tire skin some people like.  Ugly as sin.
            if(Skinnum == 6) {Skin = "models/weapons/w_stunbaton/stunbaton"} #A weird scifi looking texture.
            if(Skinnum == 7) {Skin = "hunter/myplastic"} #Default phx nomat skin, boxy but passable
            if(Skinnum == 8) {Skin = "phoenix_storms/lag_sign"} #For entertainment only
            
            #Deconstruct those wire links
            #for now use the bottom one if you have four roadwheels.  It's a quick fix.  no more.
            if(Wheelnumber ==5)
            {
            #LEFT
            SprocketL = La:entity("Entity1")
            L1 = La:entity("Entity2")
            L2 = La:entity("Entity3")
            L3 = La:entity("Entity4")
            L4 = La:entity("Entity5")
            L5 = La:entity("Entity6")
            RSprocketL = La:entity("Entity7")
            #RIGHT
            SprocketR = Ra:entity("Entity1")
            R1 = Ra:entity("Entity2")
            R2 = Ra:entity("Entity3")
            R3 = Ra:entity("Entity4")
            R4 = Ra:entity("Entity5")
            R5 = Ra:entity("Entity6")
            RSprocketR = Ra:entity("Entity7")
            }
            if(Wheelnumber ==4)
            {
            #LEFT
            SprocketL = La:entity("Entity1")
            L1 = La:entity("Entity2")
            L2 = La:entity("Entity3")
            L3 = L2
            L4 = La:entity("Entity4")
            L5 = La:entity("Entity5")
            RSprocketL = La:entity("Entity6")
            #RIGHT
            SprocketR = Ra:entity("Entity1")
            R1 = Ra:entity("Entity2")
            R2 = Ra:entity("Entity3")
            R3 = R2
            R4 = Ra:entity("Entity4")
            R5 = Ra:entity("Entity5")
            RSprocketR = Ra:entity("Entity6")
            }
            
            Roadwheelsize = (R3:boxSize():x() /2) + Roadwheelmod #Determines actual wheel size
            Sprsize = (SprocketL:boxSize():x()/2) + Sprmod #Determines actual sprocket size
            RSprsize = (RSprocketL:boxSize():x()/2) + RSprmod #Determines actual rear sprocekt size
            Stretchmod = ((Roadwheelsize)/-1.75) + Stretch
            
        }    
        
        #Everything below here you can pretty much ignore.  It's just a wall of code.
    
    if(Off == 0)
    {
    #some shit shadowscion suggested, i don't notice that much of a difference but it seems to be decent.
    Pos = entity():massCenter()
    Up = entity():up()
    Right = entity():right()
    Fore = entity():forward()
    LPos = SprocketL:massCenter() + (Right*-Sprocketmod)
    RPos = SprocketR:massCenter() + (Right*Sprocketmod)
    LRPos = RSprocketL:massCenter() + (Right*-RSprocketmod)
    RRPos = RSprocketR:massCenter() + (Right*RSprocketmod)
    Down = -Up #why did I add this?
    
    
    
    
    A0 = RPos + (Up * -(Sprsize)) 
    A1 = R1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*-Stretchmod)
    A2 = R2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
    A3 = R3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
    A4 = R4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
    A5 = R5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*Stretchmod)
    A6 = RPos + (Fore * (Sprsize*0.7)) + (Up*-(Sprsize*0.5))
    A7 = RPos + (Fore * (Sprsize*0.8)) + (Up*(Sprsize*0.4))
    A8 = RRPos + (Up * -(RSprsize))
    A9 = RRPos + (Fore * (RSprsize*-0.7)) + (Up*-(RSprsize*0.5))
    A10 = RRPos + (Fore*(RSprsize*-0.75)) + (Up*RSprsize*0.5)
    A11 = RPos + (Fore*(Sprsize*0.1)) + (Up*(Sprsize*0.8))
    A12 = RRPos + (Fore * (RSprsize*-0.1)) + (Up*(Sprsize*1))
    Am = ((A12+A11)/2 -TUV)
    
    Aa0 = LPos + (Up * -(Sprsize))
    Aa1 = L1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*-Stretchmod)
    Aa2 = L2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
    Aa3 = L3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
    Aa4 = L4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
    Aa5 = L5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*Stretchmod)
    Aa6 = LPos + (Fore * (Sprsize*0.7)) + (Up*-(Sprsize*0.5))
    Aa7 = LPos + (Fore * (Sprsize*0.8)) + (Up*(Sprsize*0.4))
    Aa8 = LRPos + (Up * -(RSprsize))
    Aa9 = LRPos + (Fore * (RSprsize*-0.7)) + (Up*-(RSprsize*0.5))
    Aa10 = LRPos + (Fore*(RSprsize*-0.75)) + (Up*RSprsize*0.5)
    Aa11 = LPos + (Fore*(Sprsize*0.1)) + (Up*(Sprsize*0.8))
    Aa12 = LRPos + (Fore * (RSprsize*-0.1)) + (Up*(Sprsize*1))
    Aam = ((Aa12+Aa11)/2 -TUV)
    
    Axis1 = entity():toLocalAxis(A1-A2)
    Atan1 = atan(-Axis1:z(), Axis1:x())
    Axis2 = entity():toLocalAxis(A2-A3)
    Atan2 = atan(-Axis2:z(), Axis2:x())
    Axis3 = entity():toLocalAxis(A3-A4)
    Atan3 = atan(-Axis3:z(), Axis3:x())
    Axis4 = entity():toLocalAxis(A4-A5)
    Atan4 = atan(-Axis4:z(), Axis4:x())
    Axis5 = entity():toLocalAxis(A0-A1)
    Atan5 = atan(-Axis5:z(), Axis5:x())
    Axis8 = entity():toLocalAxis(A5-A8)
    Atan8 = atan(-Axis8:z(), Axis8:x())
    
        
    holoPos(1,(A1+A2+TUV)/2)
    holoPos(2,(A2+A3+TUV)/2)
    holoPos(3,(A3+A4+TUV)/2)
    holoPos(4,(A4+A5+TUV)/2)
    holoPos(5,(A0+A1+(TUV/2))/2)
    holoPos(8,(A5+A8+(TUV/2))/2)
    holoAng(1,entity():toWorld((ang(Atan1,0,0)+AMod)))
    holoAng(2,entity():toWorld((ang(Atan2,0,0)+AMod)))
    holoAng(3,entity():toWorld((ang(Atan3,0,0)+AMod)))
    holoAng(4,entity():toWorld((ang(Atan4,0,0)+AMod)))
    holoAng(5,entity():toWorld((ang(Atan5,0,0)+AMod)))
    holoAng(8,entity():toWorld((ang(Atan8,0,0)+AMod)))
    
    Axis11 = entity():toLocalAxis(Aa1-Aa2)
    Atan11 = atan(-Axis11:z(), Axis11:x())
    Axis12 = entity():toLocalAxis(Aa2-Aa3)
    Atan12 = atan(-Axis12:z(), Axis12:x())
    Axis13 = entity():toLocalAxis(Aa3-Aa4)
    Atan13 = atan(-Axis13:z(), Axis13:x())
    Axis14 = entity():toLocalAxis(Aa4-Aa5)
    Atan14 = atan(-Axis14:z(), Axis14:x())
    Axis15 = entity():toLocalAxis(Aa0-Aa1)
    Atan15 = atan(-Axis15:z(), Axis15:x())
    Axis18 = entity():toLocalAxis(Aa5-Aa8)
    Atan18 = atan(-Axis18:z(), Axis18:x())
    
    
    holoPos(11,(Aa1+Aa2+TUV)/2)
    holoPos(12,(Aa2+Aa3+TUV)/2)
    holoPos(13,(Aa3+Aa4+TUV)/2)
    holoPos(14,(Aa4+Aa5+TUV)/2)
    holoPos(15,(Aa0+Aa1+(TUV/2))/2) 
    holoPos(18,(Aa5+Aa8+(TUV/2))/2)
    holoAng(11,entity():toWorld((ang(Atan11,0,0)+AMod)))
    holoAng(12,entity():toWorld((ang(Atan12,0,0)+AMod)))
    holoAng(13,entity():toWorld((ang(Atan13,0,0)+AMod)))
    holoAng(14,entity():toWorld((ang(Atan14,0,0)+AMod)))
    holoAng(15,entity():toWorld((ang(Atan15,0,0)+AMod)))
    holoAng(18,entity():toWorld((ang(Atan18,0,0)+AMod)))
    
    holoScale(1,vec(((A1-A2):length())*M,Width,Thickness))
    holoScale(2,vec(((A2-A3):length())*M,Width,Thickness))
    holoScale(3,vec(((A3-A4):length())*M,Width,Thickness))
    holoScale(4,vec(((A4-A5):length())*M,Width,Thickness))
    holoScale(5,vec(((A0-A1):length())*M,Width,Thickness))
    holoScale(8,vec(((A5-A8):length())*M,Width,Thickness))
    
    holoScale(11,vec(((Aa1-Aa2):length())*M,Width,Thickness))
    holoScale(12,vec(((Aa2-Aa3):length())*M,Width,Thickness))
    holoScale(13,vec(((Aa3-Aa4):length())*M,Width,Thickness))
    holoScale(14,vec(((Aa4-Aa5):length())*M,Width,Thickness))
    holoScale(15,vec(((Aa0-Aa1):length())*M,Width,Thickness))
    holoScale(18,vec(((Aa5-Aa8):length())*M,Width,Thickness))
    
    }
    if(first())
        {
            holoCreate(1,(A1+A2)/2,vec(3.6,1.5,0.4),ang(A1-A2),Color)
            if(Wheelnumber > 4) {holoCreate(2,(A2+A3)/2,vec(3.6,1.5,0.4),ang(A2-A3),Color)}
            holoCreate(3,(A3+A4)/2,vec(3.6,1.5,0.4),ang(A3-A4),Color)
            holoCreate(4,(A4+A5)/2,vec(3.6,1.5,0.4),ang(A4-A5),Color)
            holoCreate(5,(A0+A1)/2,vec(3.6,1.5,0.4),ang(A0-A1),Color)
            holoCreate(6,(A0+A6)/2,vec(((A0-A6):length())*M,Width,Thickness),((A0-A6):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(7,(A7+A6)/2,vec(((A7-A6):length())*M,Width,Thickness),((A6-A7):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(8,(A5+A8)/2,vec(3.6,1.5,0.4),ang(A5-A8),Color)
            holoCreate(9,(A8+A9)/2,vec(((A8-A9):length())*M,Width,Thickness),((A8-A9):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(10,(A9+A10)/2,vec(((A9-A10):length())*M,Width,Thickness),((A9-A10):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(61,(A11+A7)/2,vec(((A11-A7):length())*M,Width,Thickness),((A11-A7):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(62,(A12+A10)/2,vec(((A12-A10):length())*M,Width,Thickness),((A12-A10):toAngle():setRoll(entity():angles():roll())),Color)
            
            
            holoCreate(11,(Aa1+Aa2)/2,vec(3.6,1.5,0.4),ang(Aa1-Aa2),Color)
            if(Wheelnumber > 4) {holoCreate(12,(Aa2+Aa3)/2,vec(3.6,1.5,0.4),ang(Aa2-Aa3),Color)}
            holoCreate(13,(Aa3+Aa4)/2,vec(3.6,1.5,0.4),ang(Aa3-Aa4),Color)
            holoCreate(14,(Aa4+Aa5)/2,vec(3.6,1.5,0.4),ang(Aa4-Aa5),Color)
            holoCreate(15,(Aa0+Aa1)/2,vec(3.6,1.5,0.4),ang(Aa0-Aa1),Color)
            holoCreate(16,(Aa0+Aa6)/2,vec(((Aa0-Aa6):length())*M,Width,Thickness),((Aa0-Aa6):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(17,(Aa7+Aa6)/2,vec(((Aa7-Aa6):length())*M,Width,Thickness),((Aa6-Aa7):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(18,(Aa5+Aa8)/2,vec(3.6,1.5,0.4),ang(Aa5-Aa8),Color)
            holoCreate(19,(Aa8+Aa9)/2,vec(((Aa8-Aa9):length())*M,Width,Thickness),((Aa8-Aa9):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(20,(Aa9+Aa10)/2,vec(((Aa9-Aa10):length())*M,Width,Thickness),((Aa9-Aa10):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(51,(Aa11+Aa7)/2,vec(((Aa11-Aa7):length())*M,Width,Thickness),((Aa11-Aa7):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(52,(Aa12+Aa10)/2,vec(((Aa12-Aa10):length())*M,Width,Thickness),((Aa12-Aa10):toAngle():setRoll(entity():angles():roll())),Color)
            
            if(Trackrun ==1) {
            holoCreate(21,(Am),vec(((Am):length() * 0.95)*M,Width,Thickness),((A12-A11):toAngle():setRoll(entity():angles():roll())),Color)
            holoCreate(22,(Aam),vec(((Aam):length() * 0.95)*M,Width,Thickness),((Aa12-Aa11):toAngle():setRoll(entity():angles():roll())),Color)
            holoMaterial(21,Skin)
            holoMaterial(22,Skin)
            }
            holoMaterial(1,Skin)
            holoMaterial(2,Skin)
            holoMaterial(3,Skin)
            holoMaterial(4,Skin)
            holoMaterial(5,Skin)
            holoMaterial(6,Skin)
            holoMaterial(7,Skin)
            holoMaterial(8,Skin)
            holoMaterial(9,Skin)
            holoMaterial(10,Skin)
            holoMaterial(11,Skin)
            holoMaterial(12,Skin)
            holoMaterial(13,Skin)
            holoMaterial(14,Skin)
            holoMaterial(15,Skin)
            holoMaterial(16,Skin)
            holoMaterial(17,Skin)
            holoMaterial(18,Skin)
            holoMaterial(19,Skin)
            holoMaterial(20,Skin)
            holoMaterial(51,Skin)
            holoMaterial(52,Skin)
            holoMaterial(61,Skin)
            holoMaterial(62,Skin)
            
            
            
            holoAng(6,(A0-A6):toAngle():setRoll(entity():angles():roll()))
            holoScale(6,vec(((A0-A6):length())*M,Width,Thickness))
            holoAng(7,(A6-A7):toAngle():setRoll(entity():angles():roll()))
            holoScale(7,vec(((A6-A7):length())*M,Width,Thickness))
            holoAng(9,(A8-A9):toAngle():setRoll(entity():angles():roll()))
            holoScale(9,vec(((A8-A9):length())*M,Width,Thickness))
            holoAng(10,(A9-A10):toAngle():setRoll(entity():angles():roll()))
            holoScale(10,vec(((A9-A10):length())*M,Width,Thickness))
            holoAng(21,(A12-A11):toAngle():setRoll(entity():angles():roll()))
            holoScale(21,vec(((A12-A11):length()-8)*M,Width,Thickness))
            
            holoAng(16,(Aa0-Aa6):toAngle():setRoll(entity():angles():roll()))
            holoScale(16,vec(((Aa0-Aa6):length())*M,Width,Thickness))
            holoAng(17,(Aa6-Aa7):toAngle():setRoll(entity():angles():roll()))
            holoScale(17,vec(((Aa6-Aa7):length())*M,Width,Thickness))
            holoAng(19,(Aa8-Aa9):toAngle():setRoll(entity():angles():roll()))
            holoScale(19,vec(((Aa8-Aa9):length())*M,Width,Thickness))
            holoAng(20,(Aa9-Aa10):toAngle():setRoll(entity():angles():roll()))
            holoScale(20,vec(((Aa9-Aa10):length())*M,Width,Thickness))
            holoScale(22,vec(((Aa12-Aa11):length()-8)*M,Width,Thickness))
            
            holoParent(1,entity())
            holoParent(2,entity())
            holoParent(3,entity())
            holoParent(4,entity())
            holoParent(5,entity())
            holoParent(6,entity())
            holoParent(7,entity())
            holoParent(8,entity())
            holoParent(9,entity())
            holoParent(10,entity())
            holoParent(11,entity())
            holoParent(12,entity())
            holoParent(13,entity())
            holoParent(14,entity())
            holoParent(15,entity())
            holoParent(16,entity())
            holoParent(17,entity())
            holoParent(18,entity())
            holoParent(19,entity())
            holoParent(20,entity())
            holoParent(21,entity())
            holoParent(22,entity())
            holoParent(51,entity())
            holoParent(52,entity())
            holoParent(61,entity())
            holoParent(62,entity())
            
            
        }
    
    #cleanup on the fly
    if(lastSpoke() == entity():owner())
        {
            Chat = lastSaid()
            if(Chat == "tracks off") {Off = 1}
            if(Chat == "tracks on") {Off = 0}
            if(Chat == "tracks on tracks off") {print("Mr Myagi does not approve.  -.-")}
            
        }
    
    if(changed(Off))
        {
            if(changed(Off) & (Off ==0)) {hint("Turning on tracks.",1)
                reset()
            }
            if(changed(Off) & (Off ==1)) {hint("Turning off tracks.",1)
                holoDeleteAll()
            }
        }
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  12. Post #1852
    Needs more suspension.
    Dennab
    February 2006
    4,484 Posts
    euro how the fuck is that a maus
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  13. Post #1853
    unrezt's Avatar
    August 2009
    1,152 Posts
    A lot more readable now red, nice.

    You do a lot of the same thing for each entity though, you could probably make user functions to make it neater and more condensed(if you care about that). For example you could turn the arctan lines for each entity into 1 line down from 3. You could also throw the scaling and positioning in there, if its done the same way for every holo.

    Code:
    if (first())    {
        E = entity()
        AMod = ang()
        
        function atn(Index, V1:vector, V2:vector)    {
            VAxis = E:toLocalAxis(V1 - V2)
            holoAng(Index, E:toWorld(AMod + ang(atan(-VAxis[3], VAxis[1]), 0, 0)))
        }
    }
    
    atn(1, A1, A2)
    atn(2, A2, A3)
    atn(3, A3, A4)
    atn(4, A4, A5)
    
    #Takes atn(Hologram Index, First Vector, Second Vector), gets the arctan and angles the hologram for you.
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  14. Post #1854
    Dennab
    June 2010
    2,040 Posts
    thanks. I'll give it a shot sometime soon, when I get the chance. I know there's probably a few places I could make it shorter or easier to read. Trying to keep the lag to a minimum, all that good stuff.
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  15. Post #1855
    Contron's Favourite Foxy
    eurocracy's Avatar
    May 2007
    1,264 Posts
    euro how the fuck is that a maus
    I'll take a picture comparison tomorrow, but I spent a lot of time getting the shapes on the body made, they're not too clean at the edges as perfect but the hull shape is actually pretty much exact in shape, length and width, though I have admitted I did not pay attention to the height.
    Aside from the tracks being awful due to lacking dual layer wheels and being too loose and the height issue, I had sone trouble with the back end barrel and it's now huge.
    The overral shape is made to design though, looking the tank side on from a 2d perspective the sides are the same shape and the angles of the plating connecting together and such can also be seen as they are on the maus.

    It looks horribly unlike the maus without the turret though, but I think once that's on it will be quite obviously the maus because as it stands tank chassis on their own are not always easy to link to the actual tank when looking at them.
    I'll strap a turret on tomorrow I hope and see what you think
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  16. Post #1856
    Gold Member
    MrWhite's Avatar
    March 2010
    3,570 Posts
    Definitely tall. We'll see how it looks when you get the turret up there.

    Edited:

    euro how the fuck is that a maus
    If you put it side-by-side to a pic of the Maus, it looks just about right. He doesn't have the turret finished, if that's what's throwing you off. I know I didn't catch it right away, either.
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  17. Post #1857
    Needs more suspension.
    Dennab
    February 2006
    4,484 Posts
    Finished the body and interior of my PanzerKampfWagon VIII Maus.
    First tank I've done in five years, and those were horrible excuses of tanks, so this was a good learning experience.


    I could have done it cleaner, but I'm happy with it as it is working right now. I really just want to get a turret on it and working and move onto another project.

    I'm thinking... Char 2C and TOG 2? I also REALLY want to build the P1000 Ratte and the P1500 monster though.


    No.
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  18. Post #1858
    Gold Member
    MrWhite's Avatar
    March 2010
    3,570 Posts
    Proportions are off, but the shape is there. Better than my first tank, at least.
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  19. Post #1859
    Contron's Favourite Foxy
    eurocracy's Avatar
    May 2007
    1,264 Posts
    It's too tall... Damn.
    I'm going to update the tracks so they look proper when I mount that turret,, if they don't look as round and ugly as they do now it should help the look.
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  20. Post #1860
    Needs more suspension.
    Dennab
    February 2006
    4,484 Posts
    sink it on the tracks a bit, should look fine
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  21. Post #1861
    Gold Member
    MrWhite's Avatar
    March 2010
    3,570 Posts
    I think Red drunk-rated again.
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  22. Post #1862
    Dennab
    June 2010
    2,040 Posts
    No rainbow for you! I'm not drunk [SUB]yet[/SUB].
    Also track chip is updated (look above). Now it's got smoother ends (uses four more total holos), can support 4 roadwheels, and a scaling system tweak that should, in theory, make it much easier to scale to a contraption.
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  23. Post #1863

    July 2009
    110 Posts
    World of Tanks: Gmod Edition

    Also, add several armor kinds to the ACF, like ERA plating and whatnot.
    (that's what one idiot on our server keeps yelling about )
    Yeah... I agree somewhat with that "idiot". That would be awesome if we had different types of protecting materials. Like Physical Properties Tool, you chose what fits you mostly and you put on your tank. Different material = different armour to weight ratio.

    That's the exact idea I've had for implementing different armor materials into ACF. I brought it up once, but it didn't really get through.
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  24. Post #1864
    Dennab
    June 2010
    2,040 Posts
    Even though I have the track chip working, I've decided to only use it on types of vehicles which would truly benefit, where it would be realistic and proper.
    Ghost did a lot of the paint job and some detail work. I did the chassis, E2s, and frame.
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  25. Post #1865

    July 2008
    850 Posts
    mekks

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  26. Post #1866
    Gold Member
    MrWhite's Avatar
    March 2010
    3,570 Posts
    I'd love to know the function of all those gauges. Do they all have a purpose?
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  27. Post #1867
    Dennab
    June 2010
    2,040 Posts
    Remember that scene from airplane? When he looks over the cockpit and he's got like 5000 instruments and shit and it plays the intimidating music? That but with legs.
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  28. Post #1868

    July 2008
    850 Posts
    I'd love to know the function of all those gauges. Do they all have a purpose?
    They all function, but most are kind of pointless. I guess the most useful ones would be at the very top, displaying current ammo for each ammo box. I threw them on there for visuals mostly
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  29. Post #1869
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,817 Posts
    Remember that scene from airplane? When he looks over the cockpit and he's got like 5000 instruments and shit and it plays the intimidating music? That but with legs.
    wash, soap, rince, spin
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  30. Post #1870
    One Ear Ninja's Avatar
    November 2009
    2,115 Posts
    They all function, but most are kind of pointless. I guess the most useful ones would be at the very top, displaying current ammo for each ammo box. I threw them on there for visuals mostly
    Vertical speed, attitude, and ammo are some of the gauges in there.
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  31. Post #1871
    Gold Member
    VODKAH's Avatar
    July 2008
    365 Posts
    Saab Caravan 92HK

    Needs a lot of work and its already 83 props.
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  32. Post #1872
    Dennab
    June 2008
    106 Posts
    Laundry Cart Engineering Mark II.

    Now with more pipes!.

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  33. Post #1873
    Needs more suspension.
    Dennab
    February 2006
    4,484 Posts
    pass my gay thread around to people

    http://www.facepunch.com/showthread.php?t=1196767

    want to get this rolling
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  34. Post #1874
    IAOEGIJaKe's Avatar
    May 2011
    289 Posts
    Assault


    Fighter


    Neither near finished
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  35. Post #1875
    Dennab
    June 2010
    2,040 Posts
    Track chip's updated again, folks. Now using "tracks on" and "tracks off" in chat will disable or reenable the tracks, so if someone bitches about lag or the in spike, you can tell them to go stuff it. You should be level when you re-enable the tracks, or they'll render all screwy because I'm lazy and haven't fixed some shit yet. That's for the next revision.

    Also, I've found using makespherical to make a collision radius slightly larger than the roadwheel makes them look good. Just a friendly tip.
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  36. Post #1876
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,817 Posts




    Getting there. Have it constrained including the control surfaces. Ranges between 50 and 150 ins unfrozen without its e2. Two welds, three axis-s-s. Least taxing airplane I've built yet. 230 Ents, about 220 props.
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  37. Post #1877

    July 2008
    850 Posts
    why does everyone have the attitude indicator upside down
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  38. Post #1878
    Quality over quantity.
    Unslinga's Avatar
    August 2010
    882 Posts
    How does ACF work when linked to several other gearboxes? If I have a setup where a transfer
    case takes the power from an engine, and delivers it to two gearboxes on each end of the vehicle.
    Do I have to set one of the final drives to negative and the other positive? I'm confused.
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  39. Post #1879
    Gold Member
    MrWhite's Avatar
    March 2010
    3,570 Posts
    If one of the gearboxes is facing the other way, then yes, you'll need to change the final drive on it to negative.
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  40. Post #1880

    May 2012
    8 Posts



    two tanks i made

    and mech

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