Nice effect. There is some lag however. The newer version of Algodoo runs about half of the speed of the older version on my PC. I updated my graphics drivers yesterday, so it's not that. I'm holding you personally responsible because the lag can't possibly be due to my 11 year old PC or the new 64 bit Algodoo.
It's alive!!! Another way to move legs would be to use the springs that are already there by expanding springs on one side of the leg while contracting springs on the other side of the leg.
Q: How fast is the fastest possible time?
A: 24.1 seconds. Each car takes 22.6 seconds to make the trip. The car lengths between the middles of he first and last car when the cars are bumper to bumper is 7.3 meters. The cars are traveling 5.0 meters/sec so 22.6 + 7.3/5.0 seconds.
P.S. I t looks like I'm wrong because at 0.1 simulation speed I get 23.9 seconds. I think this is possible because the cars can start out with a slight overlap in their vertical positions.
Spoiler Alert! The following may help you solve the puzzle.
21 is the most hits based on the following logic:
The 12 outer mirrors can only have 1 hit except the exit beam mirror which can have 2 hits. That adds up to 13 outer mirror hits. The 4 inner mirrors can have have 2 hits for 8 inner mirror hits. 13 outer plus 8 inner mirror hits equals 21 hits.
This scene is extra hard since you need to adjust the mirrors b4 turning on the laser. Make it easy on yourself by adding an extra laser to the scene so you can see what's happening. Record mirror positions and run the original scene when you think you have the answer.
I found out the hard way that an Algodoo laser or geometry doesn't see multiple reflections on a single object. I then figured that 2 boxes per mirror should work but before doing that I decided to check what you did, which was the same thing. Subsequently I made the Laser Hits Counter scene which uses a binary search method to determine the laser hits. This method could be used for multiple reflections on a single object. Another approach would be to increase the maxRays when the sensor is not hit and decrease the max rays when the sensor is hit.