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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Vehincles?
The Gunslinger wrote: And re: hover tanks; why don't you just create a Dropship with a weight and thrust that it maintains altitude and neutral thrust? Then make the up/down thrusters so wimpy that any serious altitude change takes a while, but is enough to get over any terrain? The problem with this is that it'd stay at the same world y position. It wouldn't be able to go up hills. The reason you can't do hovercrafts, is because that's not how CC is designed. Hovercrafts work because the air they shoot down is trapped beneath them and can't escape. There's no real good way to do that in CC.
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Mon Sep 08, 2008 3:07 pm |
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: Vehincles?
You didn't see the part about making the up/down thrusters shitty so it could change it's Y axis just veeeeeeeery slooooowy.
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Mon Sep 08, 2008 9:11 pm |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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Re: Vehincles?
The ClamV2 wrote: You didn't see the part about making the up/down thrusters crap so it could change it's Y axis just veeeeeeeery slooooowy. Then the craft would take forever to go uphill. And given that, once the required altitude is achieved who in their right mind would bring the thing back down?
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Mon Sep 08, 2008 9:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Vehincles?
metal chao wrote: I was talking to the person who posted after you who put a needlessly complex version of hovering in his post. currently anything that "hovers" using invisible limbs fails terribly, as grif said. although my way works like its somehow sucking the air up to push itself, it would still work. though if you went over a clone it would be splattered into the bottom of your craft.. the reason it needs to use some kind of propellant "rebounding" from the ground is otherwise it works identically to dropships, so itll be able to fly.. i suppose you could also use "bouncy lazers" with short range to the same effect. but i think you get the idea. also dropship that sucks at flying != hovercraft. that would just be annoying to pilot, however feel free to make it and prove me wrong.
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Tue Sep 09, 2008 10:40 pm |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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Re: Vehincles?
does particles hitting actors give actors momentum? if so, bouncy particles that don't penetrate the ground could be shot out the bottom of the hovercraft to make it work.
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Thu Sep 11, 2008 2:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Vehincles?
goiduranus wrote: does particles hitting actors give actors momentum? if so, bouncy particles that don't penetrate the ground could be shot out the bottom of the hovercraft to make it work. Geti wrote: i suppose you could also use "bouncy lazers" with short range to the same effect. they would just have to not be given long range, to stop it from flying away. ie, yes they do work, yes it could work. i think the bottom of the hovercraft would have to have a huge gibwoundlimit though. and this would slaughter anything below it... ohwell
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Thu Sep 11, 2008 9:11 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Vehincles?
The Gunslinger wrote: And re: hover tanks; why don't you just create a Dropship ... Weapons.
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Sun Sep 14, 2008 2:50 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Vehincles?
Geti wrote: goiduranus wrote: does particles hitting actors give actors momentum? if so, bouncy particles that don't penetrate the ground could be shot out the bottom of the hovercraft to make it work. Geti wrote: i suppose you could also use "bouncy lazers" with short range to the same effect. they would just have to not be given long range, to stop it from flying away. ie, yes they do work, yes it could work. i think the bottom of the hovercraft would have to have a huge gibwoundlimit though. and this would slaughter anything below it... ohwell Just make them low sharpness, and it won't wound it. Balls, double post
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Sun Sep 14, 2008 2:52 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Vehincles?
okey dokey, i wasnt sure about wounds from low sharpness stuff. then yes, lazers are the way to go if i wasnt busy i would totally make this..
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Mon Sep 15, 2008 1:20 am |
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molemian
Joined: Thu May 08, 2008 8:12 am Posts: 61 Location: sweden
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Re: Vehincles?
Traikilla wrote: Just a translation if anyone is interested: W0w00t wrote: the vehicle in Mass Effect. (Description from wikipedia and ingame encyclopedia) The M35 MakoThe 'Mako' infantry fighting vehicle was designed for the System Alliance's frigates. Through the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. With its turreted mass accelerator and coaxially-mounted machine gun, the Mako can provide a fire team with weapon support as well as mobility. Since Alliance marines may be required to fight on any world, the Mako is environmentally-sealed and equipped with microthrusters for use on low-gravity planetoids. The Mako is powered by a sealed hydrogen-oxygen fuel cell, and includes a small element zero core. While not large enough to nullify the vehicle's mass, the core can reduce it enough to be safely air-dropped. When used in conjunction with the thrusters, it also allows the Mako to extricate itself from difficult terrain. http://www.saber-scorpion.com/lego/me_mako.phpjust look at this Uh, that's cool.
But, it doesn't contribute to the discussion in any way. Put more content than a link and "look at this" in your posts.
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Fri Sep 19, 2008 11:44 am |
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Joppu
Joined: Fri May 23, 2008 1:54 pm Posts: 28
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Re: Vehincles?
Why you are all saying that it has to have realistic spinning wheels, you could just animate the spinning and use something like invisible thrusters for movement
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Thu Sep 25, 2008 7:47 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Vehincles?
Joppu wrote: Why you are all saying that it has to have realistic spinning wheels, you could just animate the spinning and use something like invisible thrusters for movement Invisible thrusters wouldn't get past the fact that you have friction. Put a DS on the ground and what happens? It gets stuck.
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Thu Sep 25, 2008 10:14 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: Vehincles?
Pilotable mecha.
Enough said.
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Sat Oct 04, 2008 3:32 am |
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secret_modder
Joined: Fri Oct 03, 2008 12:34 pm Posts: 19
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Re: Vehincles?
Dude , pilotable mecha -> MPAM.Did you never seen that when you destroy MPAM the actor(pilot) is getting out from MPAM's gibs ?
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Sat Oct 04, 2008 8:30 am |
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Wrath
Joined: Mon Sep 29, 2008 3:28 pm Posts: 37 Location: England, London, Camden
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Re: Vehincles?
secret_modder wrote: Dude , pilotable mecha -> MPAM.Did you never seen that when you destroy MPAM the actor(pilot) is getting out from MPAM's gibs ? But the pilot doesn't control the MPAM, It's just a gib.
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Sat Oct 04, 2008 12:03 pm |
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