1. Post #121
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    tru

    Edited:


    thanks for reminding me, I've forgotten about wired hoverballs. If used right, they could allow for a cheap way to a working racer- wireballs that conform to terrain. That'd be awesome.
    wait are you being sarcastic ... ?

  2. Post #122
    Maximash's Avatar
    April 2008
    419 Posts
    Apply force is hax.
    No but seriously, look at the E2 wiki for applyForce, it tells ya.

  3. Post #123
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    tell ya what

  4. Post #124
    Ultraken's Avatar
    January 2009
    12 Posts
    I'm still wondering if wired hoverballs are even allowed in this competition! Anyways, when does this competition end exactly?

  5. Post #125
    Hunta's Avatar
    March 2007
    907 Posts
    I'm still wondering if wired hoverballs are even allowed in this competition! Anyways, when does this competition end exactly?
    No Homoballs, end of this month (I've got exams), I know 2 some people not allowing hoverballs is harsh, but you have to learn how 2 hover without them, go ahead and build a pod racer with them, post it here even, but it will not be judged. I really only made this competiton to bring brack podracers and upd8 their construction (I was hoping you guys would figure it out, but I had to post my way, but meh)

  6. Post #126
    Maximash's Avatar
    April 2008
    419 Posts
    Yay everything is cleared up nao!
    <3

  7. Post #127
    Gold Member
    Dennab
    April 2006
    1,208 Posts
    It seems much easier than the other options and, judging from previous posts, wired hoverballs are allowed (I suck at Wiremod, so this is great for me). Also, I've seen quite a few posts about applyForce, what the heck is that?
    applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.

  8. Post #128
    Hunta's Avatar
    March 2007
    907 Posts
    applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.
    Applyforce is just using the expression chip as a vector thruster

    applyForce(vec(0,0,1)*mul)

    is exactly the same as putting an input of 1 into a vector thruster's Z input with mul as the multiplier

  9. Post #129
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    applyForce is force (like thruster force or a forcer) being enacted on a targetted entity via Expression 2.
    thats applyOffsetForce ;)

  10. Post #130
    Hunta's Avatar
    March 2007
    907 Posts
    thats applyOffsetForce ;)
    Dammit Aura, I've become an applyforce pimp, just like you

    I've been writing a few cool little things

  11. Post #131
    Ultraken's Avatar
    January 2009
    12 Posts
    Damn, I spent the last two hours trying to figure out how to get wired hoverballs to work.

    Oh well, I guess I'll have to start learning how to use applyForce.
    I'll need an example first. Anyone mind helping the Wire Noob?

  12. Post #132
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    okai applyforce :

    like hunta said "applyForce(vec(0,0,1)*mul)" thats like a vector thruster with 1 wired to z and you can insert a number to mul.

    if you want it to go to a certain pos, you need to make a directional vector, which is made by subtracting two vectors. say you want it to go to you. you need two vectors. 1, the expressions position, and the other, your position. subctract the two and you get applyForce(entity():pos()-owner():pos()*mul). understand ?

    @hunta - once i start playing again, i have some sick ideas, but i lost a lot of knowleadge. think you could help ? also, id like to see what youve made. :p

  13. Post #133
    Ultraken's Avatar
    January 2009
    12 Posts
    okai applyforce :

    like hunta said "applyForce(vec(0,0,1)*mul)" thats like a vector thruster with 1 wired to z and you can insert a number to mul.

    if you want it to go to a certain pos, you need to make a directional vector, which is made by subtracting two vectors. say you want it to go to you. you need two vectors. 1, the expressions position, and the other, your position. [b]subtract[\b] the two and you get applyForce(entity():pos()-owner():pos()*mul). understand ?

    @hunta - once i start playing again, i have some sick ideas, but i lost a lot of knowledge. think you could help? Also, I'd like to see what you've made. :p
    Um...Brain Fry?
    Anyways, is there another way to have your contraption hover, if so, give me a mini-turorial on it.
    I'll try to decode this the best I can.

  14. Post #134
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    use clouds code

    Code:
    @name apply force
    @inputs Button Entity:entity
    @outputs Z
    @persist Z Range:ranger A B
    runOnTick(1)
    rangerFilter(Entity)
    Range=rangerOffset(500,Entity:pos(),vec(0,0,-90))
    Z=Range:distance()
    if((Button)&(Z<150))
    {
        A=(150-Z)
        Entity:applyForce(vec(0,0,10*A+40*$A)*8)
        Entity:applyForce(Entity:vel() * -1)   
    }
    if(Button)
    {
        B=Entity:angles():pitch()*-1
        Entity:applyAngForce(ang(15*B+40*$B,0,0)*5)
    }

  15. Post #135
    Ultraken's Avatar
    January 2009
    12 Posts
    Alright, this is my pod racer (told ya it won't be good). As of right now it can't hover.




    It is still a work in progress and I would appreciate it if you gave me tips on how to improve it.

  16. Post #136
    Gold Member
    hippieman58's Avatar
    October 2008
    403 Posts
    Alright, this is my pod racer (told ya it won't be good). As of right now it can't hover.

    It is still a work in progress and I would appreciate it if you gave me tips on how to improve it.
    Well, it needs a lot of work, the pod is too boxy and the engines look kinda weird

  17. Post #137
    Ultraken's Avatar
    January 2009
    12 Posts
    Well, it needs a lot of work, the pod is too boxy and the engines look kinda weird
    Told you it won't be good.
    I have another design in mind, I'll try that and see how it's like as soon as it's my turn on the computer.

  18. Post #138
    Gold Member
    Eric Blank's Avatar
    May 2007
    3,979 Posts
    I think I might enter, if I can get one functional, and decent looking.
    Those two never mix well for me...

  19. Post #139
    Gold Member
    Satyria's Avatar
    February 2007
    1,734 Posts
    It's far too huge for its sheer simplicity. Think "tinker", "junk/scrap" and "aerodynamic design" and you got your pod. Increase the level of detail and the scale compared to a human. Sure, keep the design but do decrease the size.

  20. Post #140
    Maximash's Avatar
    April 2008
    419 Posts
    I like how you've got some crazy ass creative ideas, but try something simpler, and it could turn out amazing.

  21. Post #141
    Ultraken's Avatar
    January 2009
    12 Posts
    I'm actually working on a version 2. Smaller, junkier, and better.
    So far I have one pod about 1/3 done (lol).

    Edit, both pods are done. Cockpit (I think that's what it's called) is next.

  22. Post #142
    Gold Member
    teh pirate's Avatar
    March 2009
    5,305 Posts
    I made a pod racer once. It was pretty cool, until someone dropped a nuke on it before I saved it. Then it wasn't as cool.

    I sold the parts to Watto. :buddy:

  23. Post #143
    Ultraken's Avatar
    January 2009
    12 Posts
    Alright people! I got v2 done (still can't hover mind you). Here it is:




    I used some Counter-Strike props, is that okay?
    Any tips on how I could improve any more would be nice.

    Edit: Wow, never noticed how small my pod racer was o.0 Also, the ropes connecting the pod to the engine looks kinda big.

  24. Post #144
    Gold Member
    Abstrakt's Avatar
    July 2008
    1,242 Posts
    i liek the blast walls <#33

  25. Post #145
    Hunta's Avatar
    March 2007
    907 Posts
    Alright people! I got v2 done (still can't hover mind you). Here it is:

    I used some Counter-Strike props, is that okay?
    Any tips on how I could improve any more would be nice.

    Edit: Wow, never noticed how small my pod racer was o.0 Also, the ropes connecting the pod to the engine looks kinda big.
    Looks much better!, Css props are fine

  26. Post #146
    Ultraken's Avatar
    January 2009
    12 Posts
    i liek the blast walls <#33
    What exactly did you mean by "Blast Walls"

  27. Post #147
    Frechetta93's Avatar
    November 2008
    161 Posts
    I think he cockpit needs some work, but the pods are nice. Great improvement.

  28. Post #148
    Gold Member
    Satyria's Avatar
    February 2007
    1,734 Posts
    What exactly did you mean by "Blast Walls"
    Oh you know, the blast doors.

  29. Post #149
    Maximash's Avatar
    April 2008
    419 Posts
    Yeah the pod needs work, engines look nice. Bust some materials on that.
    I have to say i'm personally not a fan of the Junky style some pod racers have.
    Sebulba and Gasgano had the right idea :P.

  30. Post #150
    Hunta's Avatar
    March 2007
    907 Posts
    Yeah the pod needs work, engines look nice. Bust some materials on that.
    I have to say i'm personally not a fan of the Junky style some pod racers have.
    Sebulba and Gasgano had the right idea :P.
    I don't see why people think it Has to be junky

  31. Post #151
    Maximash's Avatar
    April 2008
    419 Posts
    Me either, I'm pretty sure the non-junky looking ones tended to do better in the movie, untill anakin got some jedi hax and put god mode on.

  32. Post #152
    Gold Member
    hippieman58's Avatar
    October 2008
    403 Posts
    I agree, I prefer non junky looking ones

  33. Post #153
    xroblade's Avatar
    August 2008
    516 Posts
    Junky Pod Update
    2nd Engine Is Now Complete

    Front View
    Power coupling is temp will update with better looking one

    Close Up On The Pod
    Speedo screen doll and battery on the back have been removed. If you look closely you can see grumpy's scrapyard in the background full of juicy props :P

    Behind View Looking Up
    Use to have a trap door that opened revealing a computer motherboard.

    You have to use some imagination on the sounds, because at the moment it kinda sounds like a loud washing machine / hair dryer

  34. Post #154
    Maximash's Avatar
    April 2008
    419 Posts
    I kinda like this one. But rather than junky, it looks more like its just old, or a bit rusty.
    but its good. :P

  35. Post #155
    Gold Member
    Larry_G's Avatar
    November 2008
    2,959 Posts
    Started making one as well:

    Driver's seat:


    Engine:


    WIP obviously

  36. Post #156
    HOLY HELL MINIGUN SNARKS
    Meatbang's Avatar
    September 2007
    3,715 Posts
    Looking good already Lazza :3

  37. Post #157
    Maximash's Avatar
    April 2008
    419 Posts
    Looking kinda gewd :P

  38. Post #158
    Gold Member
    Larry_G's Avatar
    November 2008
    2,959 Posts
    Looking kinda gewd :P
    Looking good already Lazza :3
    Thank ye' ladz

    Edited:

    Also, update:




    lolz

  39. Post #159
    Bobius's Avatar
    November 2008
    10 Posts
    Now, Hovering, you want 2 put a ranger on each end of each engine plate, plus a vector thruster with Z = -1 input, you can use applyforce, idc. Then, using an expression, the mul input for each vector thruster, is (what ever height you want it 2 hover at) - Ranger - $Ranger. Then I use an if statement to remove the negative thrust, so it doesnt thrust into the ground if it is too high. Do the same for your cockpit plate, but only use 1 vector thruster and ranger.

    Next on each plate (all 3) use thursters pointing in opposite directions to keep the roll at zero with the expression: Thrust = Roll + (3*$Roll). Do the same but with pitch with the cockpit plate. Now your engine plates should only tilt in pitch, relative the to ground it is above, and your cockpit plate shouldnt tilt, just hover.

    place the expression for this at the back of each engine plate and anywhere on the cockpit plate, then add air resistance with the expression line: applyForce(entity():vel() * 2) this will stop your pod racer floating around and drifting like mad and will keep it straight.

    finally parent each bit of ur pod racer to the corresponding chips (left engine to the chip at the back of the left engine plate etc)

    I don't think ive missed anything, tell me if I have or if you are having any problems, this isnt a perfect solution, I spent ages tweaking my settings to perfection, so the wont nessasarally be perfect for yours.

    Note* Ive added for more features that this to mine (dynamic engine roll, dynamic engine height etc) , but they arent needed.

    oh and mine steers like slip steering (tank steering) but with rear thrusters on each engine plate, using space to do a tight turn, then 2 weak thrusters at the front for fine adjustment
    I get everything up to here...

    Do you have 2 vector thrusters on each engine(1 at each end), or just 1?

    And what's the difference between Ranger and $Ranger?(I've only programmed in basic where $ is a string variable)

    I'm trying to get a base up so I can work on my construction and it's not going very well...

  40. Post #160
    Gold Member
    DONUT KING's Avatar
    June 2008
    1,707 Posts
    Thank ye' ladz

    Edited:

    Also, update:
    Picture
    Picture

    lolz
    If you ask me, the lockers are a no no.