I lost my 5.1 TM HI CAPA during game, and now i am left with multiple mags of this version, in my local shop they are selling the smaller hi capa version 4.3 and the smaller size factor make me think it would be a good choice. But i wonder if the older mags of 5.1 with the larger bottom will work on it? Is there anything i should know about it before getting it?
Droopt
u/Droopt
Basically i am trying to find out if its worth spending extra money on the Spark labs Wolf engine or better to just go with P* Kythera for a DMR build.
I am looking for absolute consistency and air efficiency since i will have a stock tank on my replica, so i want to know if the extra few hundred are worth for the Spark Labs Wolf engine over the Kythera.
Hello
I am a Unity dev, currently i am developing a heavy based physics game in Unity. While I am not really struggling I don't find the PhysX implementation of Unity very enjoyably to work with. Mostly because i get really odd behaviors sometimes which should not happen. One good example is you make a spring hover player controller and move it with Add force, for some reason the player moves a tiny bit down when starting to move, its negligible really but i notice these kind of things.
Now with the news that S&Box or specifically Valve will allow to create stand alone executable, I am really itching to try out and maybe even Port my Prototype to this engine from Unity.
I want to ask y
Hello
I am thinking of delving in to the world of medium format. I mostly shoot land scape, astro and wild life, and I wonder how does Fuji film medium format cameras compare to other full frame cameras used in these applications.
My biggest worry I guess is auto focus and lens economy. I heard that medium format cameras focus a lot slower, and I guess since the sensor is bigger, the lenses them self are more expensive and there is probably less options ?
So that's all i really wanted to ask regarding this.
Hello
I am in look of HPA engine for a DMR build. Currently i have Mancraft PDIK and i just can get it to work as well, It is not very consistent, some times over hoping and swaying bb's side to side.
Currently I am looking at Spark Labs Wolf or P* Kythera, not sure which is better, I heard that the wolf engine is very economic on air and most of all consistent due to its magnet mechanism. But I also like the fact that Kythera is completely mechanic.
So which one i should go for? Or maybe there is even a better option?
Our limits in our country are quite strong, our DMR at shooting at 2.89 jeules, so i am looking of an engine which can handle quite a bit of power.
Hello
Can you guys please recommend a good replica for a VSR as my first sniper rifle ?
My current picks from best to least are as fallows:
- Begadi BSR (Like this one because i can change it to be left handed).
- ARES Amoeba Tactical STRIKER.
- Tokyo Marui VSR Pro.
- JG VSR-10.
Also wanted to ask is it worth to install HPA in to spring rifles ? I will have to reach 4 joules of power on 0.45 bb weight and i didn't see an option with springs to reach this out put.
I know its a rookie issue but I’m looking for some advice regarding ground checking.
I’m facing an issue where, when I jump with my character controller, the ground check (which uses a raycast) sometimes triggers prematurely. Essentially, the raycast hasn’t fully extended yet after leaving the ground, and it immediately marks the player as grounded again.
I’d rather avoid adding an artificial buffer period where the ground check is disabled during a jump, since that feels like a hacky workaround.
I’ve also tried using OnCollisionEnter and OnCollisionStay, filtering contact points to check only near the feet, but the results haven’t been very reliable. With high downwar
Hello!
I’m an average airsoft skirmish player, but I’m not a fan of wearing bulky vests — they make me feel restricted and limit my movement. So, I wanted to ask for some advice on the best practices for mag pouches and dump pouches, especially since these things seem to matter a lot in Speedsoft.
Basically, I’d like to know which types of pouches you find most comfortable and practical — the kind that make it easy to take mags out and put them back in quickly, without worrying about losing them or having to fumble around too much.
I’m also curious about where you prefer to position your pouches. For example, I often end up dropping or sliding on the ground during games, w
I wondered what peoples experiences are with this particular hop up, it seems that there are no reviews of this in English, so i am wondering if its worth its price tag since its quite expensive.
Hello there
I have a question for all of the active ragdoll game devs. I have an active ragdoll which has arms head and a torso as the root. No legs since the model hovers above the ground.
Now i have the animations for it and arms and head react perfectly to them since i rotate them with configurable joints. However you cant really put a configurable joint on the Torso/Root object. Due to this the torso doesn't rotate with the animation resulting in a weird movement of the active ragdoll.
So the question is as fallows. Do you guys animate the root/Torso part of the active ragdoll. If so how do you do it ?
I'm working on a 3D platformer game where I'm using a rigid body controller for my character. In the game, the character can walk along spline-path fences and jump between poles—similar to mechanics seen in games like Split/Second or Assassin’s Creed.
To handle jumping between poles and spline paths, my current approach uses a simple animated curve jump. Specifically, I temporarily switch the character to a kinematic state and then Lerp its position toward a target point with a height offset over a set duration, to simulate the jump.
This setup works almost well—but something feels off. When quickly jumping between multiple poles, for example, the movement feels a bit unnatural. It s
Hello
I will begin to make my first AI with behavior trees. Will be using node canvas for this.
Before doing so I wanted to find out what are the best coding practices and petterns when designing behavior tree nodes.
In particular I want to find out what scope a node should have. I have seen previously that some people tend to split the nodes in to very small tasks. En example would be one node just for distance checking. While others do bigger nodes like "Fallow Player" which already have the distance logic in them.
So this leaves me wondering what are the best coding practices when making such trees.
So I am trying to create IK for a cats legs. I am not finding many solutions of how to properly add bone constraints for more then two bones. I tried the Chain constraint but I am having a hard time understanding on how to properly bend the joints to separate sides.
