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Thread: Semi-Realistic (WireMod) Magnet

  1. #21
    Wire Sofaking ZeikJT's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Opposite poles should attract.

  2. #22
    Wire Sofaking Azrael's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    I made an SEnt that simulates gravity. Much like electromagnets, the force is proportional to the square of the distance. I'll check out the code later, maybe.

  3. #23
    cpf
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    Default Re: Semi-Realistic (WireMod) Magnet

    Quote Originally Posted by ZeikJT View Post
    Opposite poles should attract.
    Shhh stop pointing out the flaws in my concept of reality

  4. #24
    Wirererer woo482's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    can you make it so you can select a few models ? the 1x1 plate is a bit to big for my Maglev train that I want to build

  5. #25
    Wire Sofaking mjmr89's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Woo, right click on a prop to make it the model of the magnet.

  6. #26
    Wirererer woo482's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    ok I found that out as soon as I got in the game I posted that before I was in garry's mod

  7. #27
    Wirererer hzzzln's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    UWSVN? id love to see it there

    (flame the fuck outa me if its already there)

  8. #28
    cpf
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    Default Re: Semi-Realistic (WireMod) Magnet

    It's not there, Anticept is away i think(?)

  9. #29
    Wire Sofaking Bobsymalone's Avatar
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    Default Re: Semi-Realistic (WireMod) Magnet

    Okay there seems to be a bit of a problem when you use the magnet on a contraption with thrusters. The thrusters become weak/air resistance becomes amazingly strong/something that has that effect.

  10. #30
    cpf
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    Default Re: Semi-Realistic (WireMod) Magnet

    Use the prop filter.

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