Raceing Hovercraft
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RigidChips :: Rigid-Chips :: Files :: Works In Progress
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Raceing Hovercraft
I've been playing with hovercrafts for a couple of days now and here is what I made. what do ya think?
arrow keys - power, steer
W,S - Height
A,D - Fly Sideways
arrow keys - power, steer
W,S - Height
A,D - Fly Sideways
- Code:
// [RCD]
Val{
CJP(default=0,min=-1000000,max=1000000)
EJP(default=0,min=-1000000,max=1000000)
FIRE(default=0,max=10000000,step=10000000)
GO(default=0,min=-10000,max=75000,step=1000000)
LEFT(default=0,min=-10000,max=10000,step=1000000)
NJP(default=0,min=-1000000,max=1000000)
SJP(default=0,min=-1000000,max=1000000)
TURN(default=0,min=-20000,max=20000,step=100000)
WJP(default=0,min=-1000000,max=1000000)
}
Key{
0:GO(step=100000)
1:GO(step=-100000)
2:LEFT(step=-100000)
3:LEFT(step=100000)
6:JETTURN(step=100000)
7:TURN(step=-100000)
9:TURN(step=100000)
10:FIRE(step=10000000)
}
Body{
Core(name=CORE){
N:Jet(angle=-179,power=-CJP,option=0,color=#0000FF){
}
N:Weight(color=#000000){
N:Trim(angle=90,color=#00FF00){
S:Jet(power=-TURN,color=#0000FF,name=ZJF){
}
}
N:Weight(color=#FFFF00){
W:Chip(){
W:Jet(power=EJP,color=#0000FF,effect=0,name=EJ){
}
}
E:Chip(){
E:Jet(power=WJP,color=#0000FF,effect=0,name=WJ){
}
}
}
}
S:Chip(option=2,color=#000000){
S:Trim(angle=90,color=#00FF00){
S:Jet(power=LEFT,color=#0000FF){
}
N:Jet(power=TURN,color=#0000FF,name=ZJB){
}
N:Jet(angle=90,power=GO,color=#0000FF,effect=1,name=XJR){
}
N:Jet(angle=-90,power=-GO,color=#0000FF,effect=1,name=XJL){
}
}
S:Chip(color=#FFFF00){
E:Chip(){
E:Jet(power=NJP,color=#0000FF,effect=0,name=NJ){
}
}
W:Chip(){
W:Jet(power=SJP,color=#0000FF,effect=0,name=SJ){
}
}
}
}
}
}
Lua{ALT = _Y(0) + 2
function Hover()
if _KEY(15) == 1 then
ALT = ALT + 0.2
end
if _KEY(8) == 1 then
ALT = ALT - 0.1
end
CJP = 20*2^(ALT -_Y(CORE))
NJP = 5000*(ALT -_Y(NJ))
EJP = 5000*(ALT -_Y(EJ))
SJP = 5000*(ALT -_Y(SJ))
WJP = 5000*(ALT -_Y(WJ))
out(2, "True altitude: ", _Y(CORE), "m")
out(0, "Set altitude: ", ALT - 2, "m")
end
function main()
Hover()
end}
Doc- Car
- Posts : 23
Join date : 2010-10-10
Location : On the edge of nowhere
Re: Raceing Hovercraft
Its fast on land, too bad it sinks in water, If that is a hovercraft it needs to have the ability to hover on water too, that makes the hovercrafts so special, smooth transition from land to water and reverse.
Damn, that is is fast :s. I like it so far.
A good idea might be to copy this and modify the other one to run on water, If you need a smooth and cool looking cowl body then tell me, or create your own, google for hovercraft pictures, get inspired by them and make something entirely original.
Damn, that is is fast :s. I like it so far.
A good idea might be to copy this and modify the other one to run on water, If you need a smooth and cool looking cowl body then tell me, or create your own, google for hovercraft pictures, get inspired by them and make something entirely original.
SharpX- Tank
- Posts : 55
Join date : 2010-12-28
Location : Sorry, i was too drunk to remember, what that sign said
Re: Raceing Hovercraft
I'm working on an update for this thing. i have it set up to use 2 modes. height above water level and height above land. it working good so far. all i need to do is fix some of the auto balance formulas.
Doc- Car
- Posts : 23
Join date : 2010-10-10
Location : On the edge of nowhere
Re: Raceing Hovercraft
Cant wait to see the final product(s)!
SharpX- Tank
- Posts : 55
Join date : 2010-12-28
Location : Sorry, i was too drunk to remember, what that sign said
Re: Raceing Hovercraft
OK! Here is the new version! all cowled and pretty! what do ya think?
- Code:
// [RCD] UFO (Universal Flying Object) Version 6.8.7.6.1B
Val{
BACK(default=0,min=-15000,max=15000,step=1000000)
BLP(default=0,min=-100000,max=100000)
BRP(default=0,min=-100000,max=100000)
COLOR(default=#000000,max=16777215,step=65793)
FLP(default=0,min=-100000,max=100000)
FRONT(default=0,min=-25000,max=25000,step=1000000)
FRP(default=0,min=-100000,max=100000)
GO(default=0,min=-75000,max=75000,step=1000000)
YORH(default=0,max=1)
}
Key{
0:GO(step=100000)
1:GO(step=-100000)
2:BACK(step=-100000)
3:BACK(step=100000)
7:FRONT(step=-100000)
9:FRONT(step=100000)
14:YORH(step=1)
16:YORH(step=-1)
}
Body{
Core(color=#FF0000,name=CORE){
N:Weight(color=#FF0000){
N:Weight(color=#FF0000){
W:Chip(color=#FF0000){
W:Jet(power=FLP,color=#000000,effect=0,name=FL){
}
}
E:Chip(color=#FF0000){
E:Jet(power=FRP,color=#000000,effect=0,name=FR){
}
}
}
N:Trim(angle=90,color=#000000){
N:Jet(power=BACK,color=#000000,name=ZJB){
N:Cowl(angle=-120,option=1){
}
N:Cowl(angle=120,option=1){
}
}
W:Cowl(angle=90,color=#000000){
W:Cowl(color=#FF0000){
N:Cowl(option=3,color=#FF0000){
}
S:Cowl(option=4,color=#FF0000){
E:Cowl(angle=89,color=#000000){
}
}
}
N:Cowl(color=#000000){
N:Cowl(angle=150,color=#000000){
}
W:Cowl(angle=90,color=#000000){
N:Cowl(angle=-135,color=#FF0000){
S:Cowl(angle=-110,color=#C1C100,effect=#0FFF){
}
S:Cowl(angle=-108,option=1){
}
}
}
}
E:Cowl(color=#000000){
E:Cowl(color=#FF0000){
S:Cowl(option=3,color=#FF0000){
W:Cowl(angle=89,color=#000000){
}
}
N:Cowl(option=4,color=#FF0000){
W:Cowl(angle=90,color=#000000){
N:Cowl(angle=135,color=#FF0000){
S:Cowl(angle=110,color=#FFFF00,effect=#0FFF){
}
S:Cowl(angle=108,option=1){
}
}
}
}
}
N:Cowl(color=#000000){
N:Cowl(angle=150,color=#000000){
}
}
S:Cowl(angle=-45,color=#000000,effect=#52FA){
S:Cowl(angle=45,color=#FF0000){
S:Cowl(color=#FF0000){
E:Cowl(angle=92,color=#FF0000){
S:Cowl(color=#000000,effect=#52FA){
}
}
S:Cowl(color=#FF0000){
S:Cowl(angle=92,color=#000000,effect=#52FA){
}
}
}
E:Cowl(angle=92,color=#000000,effect=#52FA){
}
}
E:Cowl(angle=91,option=4,color=#000000,effect=#52FA){
}
}
S:Cowl(angle=89,color=#000000){
}
}
S:Cowl(angle=-45,color=#000000,effect=#52FA){
S:Cowl(angle=45,color=#FF0000){
S:Cowl(color=#FF0000){
S:Cowl(color=#FF0000){
S:Cowl(angle=92,color=#000000,effect=#52FA){
}
}
W:Cowl(angle=92,color=#FF0000){
S:Cowl(color=#000000,effect=#52FA){
}
}
}
W:Cowl(angle=92,color=#000000,effect=#52FA){
}
}
W:Cowl(angle=91,option=4,color=#000000,effect=#52FA){
}
}
S:Cowl(angle=89,color=#000000,effect=#52FA){
}
}
E:Cowl(angle=90,color=#000000){
E:Cowl(color=#000000,effect=#0000){
S:Cowl(option=3,color=#000000){
}
N:Cowl(option=4,color=#000000){
}
E:Cowl(angle=90,color=#FF0000){
N:Cowl(angle=46,color=#FF0000){
}
S:Cowl(angle=46,color=#FF0000){
}
}
}
S:Cowl(color=#000000,effect=#0000,effect=#0000){
}
N:Cowl(color=#000000,effect=#0000){
N:Cowl(angle=150,color=#000000){
}
}
W:Cowl(color=#000000,effect=#0000){
W:Cowl(color=#000000){
N:Cowl(option=3,color=#000000){
}
S:Cowl(option=4,color=#000000){
}
W:Cowl(angle=90,color=#FF0000){
S:Cowl(angle=46,color=#FF0000){
}
N:Cowl(angle=46,color=#FF0000){
}
}
}
N:Cowl(color=#000000,effect=#0000){
N:Cowl(angle=150,color=#000000){
}
}
S:Cowl(color=#000000,effect=#0000){
}
}
}
}
}
S:Weight(color=#FF0000){
S:Trim(angle=90,color=#000000){
S:Jet(power=FRONT,color=#000000){
}
N:Jet(angle=90,power=GO,color=#000000,effect=1,name=XJR){
}
N:Jet(angle=-90,power=-GO,color=#000000,effect=1,name=XJL){
}
E:Cowl(angle=90,color=#000000){
E:Cowl(color=#FF0000){
S:Cowl(option=3,color=#FF0000){
W:Cowl(angle=90,color=#000000){
S:Cowl(angle=135,color=#FF0000){
N:Cowl(angle=110,color=#A40000,effect=#0FFF){
}
N:Cowl(angle=108,option=1){
}
}
}
}
N:Cowl(option=4,color=#FF0000){
W:Cowl(angle=89,color=#000000){
}
}
}
S:Cowl(color=#000000){
S:Cowl(angle=150,color=#000000){
}
}
N:Cowl(option=1,color=#000000,effect=#F000){
N:Cowl(option=1,effect=#F000){
E:Cowl(angle=90,color=#FF0000){
N:Cowl(angle=-45,color=#FF0000){
}
S:Cowl(angle=-45,color=#FF0000){
}
W:Cowl(angle=179,color=#000000){
}
}
}
}
W:Cowl(color=#000000){
W:Cowl(color=#FF0000){
N:Cowl(option=3,color=#FF0000){
E:Cowl(angle=89,color=#000000){
}
}
S:Cowl(option=4,color=#FF0000){
E:Cowl(angle=90,color=#000000){
S:Cowl(angle=135,color=#FF0000){
N:Cowl(angle=110,color=#FF0000,effect=#0FFF){
}
N:Cowl(angle=108,option=1,color=#A40000){
}
}
}
}
}
N:Cowl(option=1,color=#000000,effect=#F000){
N:Cowl(option=1,color=#000000,effect=#F000){
W:Cowl(angle=90,color=#FF0000){
S:Cowl(angle=-45,color=#FF0000){
}
N:Cowl(angle=-45,color=#FF0000){
}
E:Cowl(angle=179,color=#000000){
}
}
}
}
S:Cowl(color=#000000){
S:Cowl(angle=150,color=#000000){
}
}
N:Cowl(angle=89,color=#000000){
}
}
N:Cowl(angle=89,color=#000000){
}
}
W:Cowl(angle=90,color=#000000,effect=#0000){
W:Cowl(color=#000000,effect=#0000){
N:Cowl(option=3,color=#000000,effect=#0000){
}
S:Cowl(option=4,color=#000000){
}
W:Cowl(angle=90,color=#FF0000){
S:Cowl(angle=46,color=#FF0000){
}
N:Cowl(angle=46,color=#FF0000){
}
}
}
N:Cowl(color=#000000){
N:Cowl(color=#000000){
}
}
S:Cowl(color=#000000){
S:Cowl(angle=150,color=#000000){
}
}
E:Cowl(color=#000000){
E:Cowl(color=#000000,effect=#0000){
S:Cowl(option=3,color=#000000){
}
N:Cowl(option=4,color=#000000){
}
E:Cowl(angle=90,color=#FF0000){
N:Cowl(angle=46,color=#FF0000){
}
S:Cowl(angle=46,color=#FF0000){
}
}
}
S:Cowl(color=#000000){
S:Cowl(angle=150,color=#000000){
}
}
N:Cowl(color=#000000,effect=#0000){
N:Cowl(color=#000000){
}
}
}
}
}
S:Chip(color=#FF0000){
E:Chip(color=#FF0000){
E:Jet(power=BRP,color=#000000,name=BR){
}
}
W:Chip(color=#FF0000){
W:Jet(power=BLP,color=#000000,effect=0,name=BL){
}
}
}
}
N:Cowl(angle=-120,color=#000000){
}
}
}
Lua{
ALT = _Y(CORE)
HIGH = 1.5
function main()
if _KEY(14) == 1 then
ALT = _Y(CORE)
end
out(1, "Altitude:", _Y(CORE), "m")
out(2, "Hight Above Ground: ", _H(CORE), "m")
out(3, "X Axis: ", _AX(CORE))
out(4, "Z Axis: ", _AZ(CORE))
if _KEY(4) == 1 then
out(8, "Jet: Up, Down")
out(9, "Rear Turn: Left, Right")
out(10, "Front Turn: A, D")
out(11, "Height: W, D")
out(12, "Constant Hight Mode: E")
out(13, "Ground Follow Mode: Q")
else
out(8, "Hold Z for Controls")
end
if YORH == 1 then
if _KEY(15) == 1 then
HIGH = HIGH + 0.25
end
if _KEY(8) == 1 then
HIGH = HIGH - 0.25
end
out(6, "Set Hight: ", HIGH, "m")
out(0, "^-v GROUND MODE ^-v")
if _H(BR) == -100000.00 then
BRP = -5000 + (-20000 * ( _AZ(CORE) - _AX(CORE)))
else
BRP = 10000 * (2+HIGH -_H(BR))
end
if _H(BL) == -100000.00 then
BLP = -5000 + (-20000 * ( -_AZ(CORE) - _AX(CORE)))
else
BLP = 10000 * (2+HIGH -_H(BL))
end
if _H(FL) == -100000.00 then
FLP = -5000 + (-20000 * (_AZ(CORE) +_AX(CORE)))
else
FLP = 10000 * (2+HIGH -_H(FL))
end
if _H(FR) == -100000.00 then
FRP = -5000 + (-20000 * (_AZ(CORE) +_AX(CORE)))
else
FRP = 10000 * (2+HIGH -_H(FR))
end
else
if _KEY(15) == 1 then
ALT = ALT + 1.5
end
if _KEY(8) == 1 then
ALT = ALT - 1.5
end
out(6, "Set Altitude: ", ALT, "m")
out(0, "--- ALTITUDE MODE ---")
BRP = 6000 * ((5*(-_AZ(CORE) + _AX(CORE))) + ((ALT + 2.5) -_Y(BR)))
FLP = 6000 * ((5*( _AZ(CORE) - _AX(CORE))) + ((ALT + 2.5) -_Y(FL)))
BLP = 6000 * ((5*( _AZ(CORE) + _AX(CORE))) + ((ALT + 2.5) -_Y(BL)))
FRP = 6000 * ((5*(-_AZ(CORE) - _AX(CORE))) + ((ALT + 2.5) -_Y(FR)))
end
end}
Doc- Car
- Posts : 23
Join date : 2010-10-10
Location : On the edge of nowhere
Re: Raceing Hovercraft
Very nice indeed. The only think I see that needs improvement is that it tends to bounce up and down.
Re: Raceing Hovercraft
No weels right I do like those things look my models
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: Raceing Hovercraft
I even made the hovercraft from the matrix it is not realy a hovercraft it can only fly in those metal tubes
But My model can also fly/hover in free space (however I'm working on a keybord one it is analog controled by trustmastergamepad )
Stop it is difrent than an regllar hovercraft more like an air plane the gun ontop is mouse controled
But My model can also fly/hover in free space (however I'm working on a keybord one it is analog controled by trustmastergamepad )
Stop it is difrent than an regllar hovercraft more like an air plane the gun ontop is mouse controled
Last edited by freek4ever on Mon Nov 14, 2011 3:00 pm; edited 1 time in total (Reason for editing : mist some words)
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
Re: Raceing Hovercraft
- Code:
// [RCD]
Val
{
A(default=0, min=-500000, max=500000, step=100000)
B(default=0, min=-100, max=100, step=100)
BRAKES(default=0, max=50)
FWHEEL(default=0, min=-50000, max=50000)
G(default=0, max=30, step=100)
H3(default=14500, min=14000, max=20000)
HWHEEL(default=0, min=-50000, max=50000)
LEAN(default=0, min=-1000000, max=5000000, step=100000)
LWHEEL(default=0, min=-50000, max=50000)
N(default=45, min=-1, max=10000)
RWHEEL(default=0, min=-50000, max=50000)
S(default=0, min=-500000, max=500000)
TURNING(default=0, min=-5, max=5, step=100)
TURNING2(default=0, min=-500000, max=500000)
Y(default=0, min=-500000, max=500000, step=100000)
}
Key
{
0:LEAN(step=10000)
1:LEAN(step=-10000)
2:TURNING(step=-10)
3:TURNING(step=10)
4:h3(step=500)
5:h3(step=-500)
7:n(step=1)
8:n(step=-1)
}
Body
{
Core(name=core) {
E:Jet(power=-HWHEEL) { }
W:Jet(power=HWHEEL) { }
W:Jet(power=RWHEEL) { }
E:Jet(power=RWHEEL) { }
S:Jet(power=RWHEEL) { }
N:Chip() {
E:Chip(angle=90) {
W:Chip() {
S:Chip(angle=-TURNING) { }
}
S:Chip(angle=-TURNING) { }
}
W:Chip(angle=90) {
S:Chip(angle=TURNING) { }
E:Chip() {
S:Chip(angle=TURNING) { }
}
}
N:Chip() {
S:Jet(angle=90, power=-LEAN) {
N:Jet(power=-LEAN) { }
}
E:Chip(angle=90) {
W:Chip() { }
}
N:Chip() {
E:Jet(power=-HWHEEL) { }
W:Jet(power=HWHEEL) { }
N:Jet(power=-LWHEEL) { }
E:Chip(angle=90) {
W:Chip() { }
}
W:Chip(angle=90) {
E:Chip() { }
}
}
W:Chip(angle=90) {
E:Chip() { }
}
W:Jet(power=h3) { }
E:Jet(power=h3) { }
N:Trim(angle=90) {
N:Jet(power=TURNING2) { }
}
}
W:Jet(power=h3) { }
E:Jet(power=h3) { }
S:Trim(angle=90) {
S:Jet(power=TURNING2) { }
}
}
}
}
Script
{print 0, _WY(core)
print 1, h3
print 4," ",LWHEEL
print 5," l"
print 6,HWHEEL,"---+---", FWHEEL
print 7," l"
print 8," ",RWHEEL
PRINT 9, _ANALOG(0)
print 10, "speed",_VX(core)
LWHEEL=_AX(core)*1000000
RWHEEL =_AX(core)*1000000
fWHEEL=_AZ(core)*100000
hWHEEL=_AZ(core)*100000
s = _FZ(CORE)*10000
BRAKES=_WX(core)*7
B= N -_Y(core)
A = B*500
h3 = 14500 +A
Y = _WY(core)*10000
}
freek4ever- Tank
- Posts : 97
Join date : 2011-08-26
Age : 27
Location : nederland holand
RigidChips :: Rigid-Chips :: Files :: Works In Progress
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