This thing demands a PFD and MFD, anyone know some GPU and willing to teach me? I've tried a number of times on my own to no avail.
Damnit worst pageking ever
I had to have the American engine start in like 4th gear, in 1st it just flipped over
My favorite car, Land Rover forward control 101
You may say it is a simple car therefor easy. Well, it was easy but I love it. I love all Land Rovers!
Working on a Vespa. So many prooppppssss. First project in like a month.
Dear Jesus that could be simplified immensely with HL2 props.
How do you plan to keep the vehicle upright? not with the keep upright tool... At least I hope.
Looking amazing though! Please tell me that you'll be putting a 1 cylinder engine in it!!!
edit- update on the Landy. Now has a I8 engine!
Also White, tried building it generally just using HL2 props, but none of them really fitted it properly. It does use a couple HL2 props here and there though.
Marlin with wing geometry, pusher-prop nacelles, and new GPU MFDs
I see in the shadow one skinny prop. I imagine it will be using fin tool and thrusters? Very cool!
Balto, I feel the need to point out that that design is called a Martin boxwing, because it was/is being developed by Lockheed Martin. Everything else looks great though!
Thing I made yesterday.
how are you getting those shocks to not lag slightly behind the movement of the bike?
even with parenting and all that jazz, I never got a pivoting shock to extend and work quite right
meanwhile on toshkent
I'm currently trying to re-invent the pod racer, it's a nice little experiment
It would be awesome to see someone try the same thing :P
that's insanely hot. the pod itself where the person sits is a little tad bland though.
Yeah, that's because the engines already take up about 300 props.
Damnit, now I have to go back to GPU and make a vector art skunkworks skunk and place it on the engines.
Np. If you need further help, send me a PM.
Can I claim first to do this please?
Probably not, but this was a fun little project. I took one of my already-working engines and I mashed some holograms into it. The crankshaft is made of 17 holograms that are parented to the flywheel. Each camshaft has 14 holograms, and rotates counter the other at half the speed of the crankshaft. The 3 gears are also holograms, though I need to code in a belt or something to link them. Big thanks to NutsAndy and Biggles for a bit of help with maths and the concept.
I just noticed that I'm missing the front bearing on the left camshaft. How odd. I also still need to get some actual valves in there (4/cylinder). Those are going to be a pain.
would be cooler if it was made from props and actually functioned
It's one of my fully functional 4 cylinder engines; I just slapped some holograms on it.
Anyway, backstory: me and a couple of guys were horsing around on GGG, playing helicopter bumpercars. Eventually someone had a great idea: Build a shitty airboat plane. So I did. The only problem is it flies really, really well and naturally. I love this thing now.
Is it just me or does the game run faster if I run a dedicated server on my computer that I play on instead of single player?
*Quick update on my piece-O-crap airplane.
- Completely redone the bodywork (made it all symmetrical) and gave it a cheerful little nose
Edit: Sorry for oversized, low quality pictures :<
gmod has proper multicore support, enable multicore rendering you div
I was informed that Source's multicore utilization was a tacked-on feature and, as such, not able to handle processes as well as a program or OS that natively supports multicore processing. I can back this up since, as far as I know, coding for proper multicore support requires completely rewriting code or someshit, which I doubt the Valve team did between 2004 and 2007.
I'm pretty sure Source's multicore support treats all the cores of a processor as one big fast core instead of the individual cores, but that's coming from someone who doesn't have the background knowledge to know if all that is wrong or not.
Also, you don't have to be such a dick about things.
It is tacked on but that doesn't mean it's ineffective; I get an extra 30fps on my crap box with multicore enabled. Also as a programmer I don't see why it'd take valve more than 3 years to squeeze some extra fps out of their engine. It's complicated, but it's not as bad as you might think.
(also as a programmer whenever i post here i never have content to show because e2s aren't contraptions )
about 80-90 props at the moment.
Looking pretty darn nice, a tad long though. Nice job.