TORNADO(SUPERCELL) showcase!. brought to you by joshblox903 rblx joshblox903 ok onion 3888!.

Опубликовано: 25 Май 2026
на канале: Joshblox903 lab industries
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hello today i will post a showcase on my final version of my tornado(supercell) generator!
info:
Complete Storm Anatomy: Features a custom-modeled Compressed Anvil, Wall Cloud, and a Shelf Cloud for a realistic supercell structure.

Vacuum & Launch Physics: Integrated an inward pull mechanism to trap objects, combined with suspension-tweaked jitter to violently launch any "unlucky victims" caught in the debris ring.

Layered Audio Environment:

Dynamic Lightning Visuals + Layered SFX.

[NEW] High-fidelity Hail Impact Sounds (Metal Creak/Tapping) synced to the vortex turbulence.

The Vortex: A multi-layered particle funnel driven by high-stiffness suspension for organic, non-mechanical movement.

stages:

1thunderstorm

2mesocyclone

3funnel

4tornado

5dissipating funnel

6loss of mesocyclone

7dissipating thunderstorm(oof)

message for anyone who doesnt like lag(my true intentions)

note i have no intention to cause lag im only here to be creative and show my builds especialy this big guy

and to make something so fans can storm chase while balenced.

for any complex high effort build haters out there:

"I get it—seeing this many motor locks and logic gates is confusing for you. But instead of hating on the grind, maybe try learning the physics engine so you can build something that actually moves. While you're stuck on basic wings, I’m out here engineering the future. If my complexity is too much for your hardware, that’s a 'you' problem, not a 'me' problem. Imagine being mad because someone is actually good at the game. Can’t relate.

note: i spent alot of time studying atmospheric data to build this now you might be wondering why isnt it lopsided or where is any extra features well i cut all of thoes things out of the build cause i want it to be simple for players to understand basicaly me being a nice player i do plan for a tut later on
how it works:

Dynamic Structure: Uses suspension systems to physically expand the vortex, allowing for a realistically scaled funnel that towers over the map.

Custom Geometry: A network of motors allows for real-time adjustments to the size and shape of the cone, from a "rope" tornado to a massive wedge.

Atmospheric FX:

Lights: Configured for both CTC (Cloud-to-Cloud) and CTG (Cloud-to-Ground) lightning flashes.

Structure: Smoke and snow pipe blocks create a dense, visible debris cloud and condensation funnel and thunderstorm itself.

Soundscape: Integrated speakers play a synchronized loop of hail, wind whirring, thunder, and rain and lightning strike sounds.

Physics & Wind Shear:

Launch Effect: Uses suspension-based "kick" logic to simulate vertical wind shear and updraft force.

Rotation: Powered by a velocity motor for consistent vortex speeds.

Suction: High-powered magnets are tuned to pull the operator (or victims) into the center of the storm.

Optimization: Includes a compressed anvil system to prevent parts from obstructing each other or causing unnecessary server lag during the touchdown.

Phases: Features a distinct shelf cloud, wall cloud, and a fully retractable funnel that can perform a realistic touchdown on the terrain.

note:only includes core parts which include:compressed cumulonimbus incus(anvil top) main updraft tower shelf cloud on the storms boundary and a wall cloud to signal a chance for a tornado and a funnel that can touchdown!.

also if you like the fancy term supercell go ahead i dont mind if ya want you can use this term as it is a fancy term for the exact same storm!.