1. #11

    Re: Dynamic Range rotating ramo

    Do you mean parallel? Perpendicular would be straight upwards at 90 degrees.

    I was trying one of these the other day with the intention of setting up a newton's cradle, but the amount of stretch on the joints mean that the cage I'd built wouldn't hold firmly to the parallel bars connecting it to the pivots. I'd used a scaffolding base with a wooden panel for the floor and then two short metal rods running front-back on the top leading and trailing edges. These were connected by a limited hinge to long metal bars, which were attached to a single horizontal beam on the racing line up out of the camera's view. Hitting a trigger inside the cage would enable physics on each long bar. Unfortunately glueing items together takes a line from the centre of each object and the longer the line, the more free movement it seems to create. This meant the front-mack short bars would split from the cage and wobble around.

    I think I may have made a cockup on the build order and enabled physics on a component rather than waiting and doing so on the whole construction. Will have another go later
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  2. #12

    Re: Dynamic Range rotating ramo

    No I actually meant side to side which I got to work fine but it does not allow you to move off the line and when the bike hits the swinging platforms it stops the platform....
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  3. #13

    Re: Dynamic Range rotating ramo

    Ah right, sorry - I see what you mean now. I was too busy thinking of what I was working on and got confused I've had sliding platforms moving under the bike but they just kind of drag it around on the driving line and it looks odd. I came up with a design where there was a railcart full of explosive barrels that rolls down a track from the background and thumps to a stop in front of the player, leaving the barrels to roll off the front before you can continue; before I got the stop right it'd move under your wheels for a short distance and look silly.
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