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Clutch designs for Swolff

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Author: pnvv

Group: Default

Filesize: 76.03 kB

Date added: 2015-03-01

Rating: 5

Downloads: 363

Views: 482

Comments: 9

Ratings: 1

Times favored: 1

Made with: Algodoo v2.1.0

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Sorry but I changed just about everything. But hopefully this will be of some help :D
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This scene is a response to:
Title Author Rating Downloads Comments Date added
Idler concept swolff 5 (1 vote) 469 1 2015/02/28 19:11:15
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Thank you so much!
Quick question.
Does the stretched axle act as multiple, connected axles (similar to a chain, drive belt, or something of that nature)? These engines are abstract to me.... I build motorcycles (as a hobby), so the lack of gases and combustion is screwing with me. I was basically going for a centrifugal clutch, but I did't know how to make it expand like that.
There's an even easier way, with scene.entityByGeomID so that you don't have to use variables:
first you go to the circle where you want to measure the speed,and you memorize/write down the geomID
Then you go to the axle that you want to use as a clutch, scroll all the way down and compare the geomID you copied with the geom0 or geom1. If it's geom0, you have to add this in postStep:

(e)=>{
g:=Scene.entityByGeomID(readable(owner)).geom0;
g.angVel > whatever? {autoBrake=true}:{autoBrake=false}
}

Then you put motorTorque +inf manually, and ya!
And if the geom is geom1, just change geom0 and put geom1 after (readable(owner))

Simple, isn't it? xD
Aha! Perfect! Thanks for the tips!
In order to have hinges stretch like that you need to use hingeConstant, make it really low (like 1e-36) for driveshafts, but I put it much higher for the centrifugal clutch.
Pnvv, sorry for taking over you comment board, but I don't know if there is a way to pm a user, and if there is, I don't know how....

Linkage, I put (e)=>{
g:=Scene.entityByGeomID(readable(owner)).geom0;
g.angVel > -47.124
{autoBrake=true}:{autoBrake=false}
} into the stretched axle, and it continued to spin. the GeomID was 464454 and that appeared in geom0. How do I disengage it?
...was the axle spinning forwards? Because it will have to spin backwards in order for it to engage, because your value is negative :)
No, it only changes autoBrake. also you have to put g.angVel > -47 ? {autoBrake=true}:{autoBrake=false}, you were missing "?".

The geom0 thing is VERY TOUGH TO EPLAIN and you won't need to know it fully to use it. I undestood how Algodoo worked like a week ago, and I've been using thyme for a lot of time.
The geom0 thing is to know what geom is the one where you want to get the angVel. Algodoo can measure any property of an object if you've got its entityID (which you can get with scene.entityByGeomID and the geomID that is what you see in geom0 and geom1). Imagine that e.other means a number, then e.other.density would mean 23453.density .
So the axle has the geomID (another id but for geometries) of the two things where it's attached (background is 0) and you can get the entityID (an ID of everything, including springs and their end points) and take the angVel.
So:

the scene.entityByGeomID(readable(owner)).geom0 gives the number of the geometry where you wanna get the angVel. note that it's necessary to take it and not just write the number because it changes every time you reload the scene. If the geometry where you wanna get angVel is geom1, then you have to change the entityByGeomID thing to geom1 instead of geom0

g is the entityID of the object, say 12345

g.angVel is 12345.angVel, so Algodoo tries to get angVel from 12345.

Hope you understood at least 10% of that. I can make a scene and you copy it if you want
Uhhhh, yeah, a scene might be helpful. I understood most of it, until the last paragraph. At that point something in my brain snapped. Thank you both for the support you are giving me. I hope I'm not being a nuisance.