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[MAP] Some changes to toxins
#1
In response to a recent thread about how toxins isn't working to everyone's liking compared to cog1, I tried to change toxins around to make it function a bit more like predecessor.

Here's the changes I made:
  • Both the combustion chambers are now 3x3, and the vent doors are also 3 wide.
  • Tweaked the pipes for the heat exchange so that it acted more like cog1.
  • Added passive gates to the exhaust so that there's only 1 vent still, but each chamber should be completely separated from each other.
  • It's already been fixed, but for drag-and-drop's sake I made the igniters, pumps, and exhaust doors separate for each chamber.

I'm not the best bomb maker, but I did try some preliminary testing and it seems to get to blue burn very quickly, and the heat exchange get's extremely hot quite quickly as well. Therefore I'm not sure I solved the issue entirely without a more experienced person testing it, but it seemed work better than before (hopefully)!

Here's a picture of it, if you don't like using DM:
[Image: L8pR7mi.png]

Here's the download link. It only contains the areas that I changed, so if you want to use it, it will simply be a case of copy and paste, and move into place.
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Messages In This Thread
[MAP] Some changes to toxins - by 69andahalf - 05-06-2016, 10:43 AM
RE: [MAP] Some changes to toxins - by Noah Buttes - 05-06-2016, 11:19 AM
RE: [MAP] Some changes to toxins - by Grifflez - 05-06-2016, 12:02 PM
RE: [MAP] Some changes to toxins - by 69andahalf - 05-06-2016, 12:09 PM
RE: [MAP] Some changes to toxins - by Mageziya - 05-06-2016, 12:18 PM
RE: [MAP] Some changes to toxins - by 69andahalf - 05-06-2016, 12:21 PM
RE: [MAP] Some changes to toxins - by Vitatroll - 05-06-2016, 02:18 PM

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