I agree that this event only happens only with GRAVITY, but...
If no gravity, then the balls won't follow the tracks. The initial velocity of each ball is zero, so they would never arrive at their destination.
Here's a thought... Two balls in space, one has 10X the initial velocity as the other, both start out at the same position, the faster ball gets to the destination 10x faster, both balls use the same amount of energy (zero) because no friction and no speed change.
So you're probably thinking that you need more energy to accelerate the faster ball. OK, so we can accelerate the ball with a spring attached to the ball and when we reach our destination we can reverse the process by compressing the spring and slowing the ball in the process. If the spring starts and ends with the same compressed length, then the net energy usage is zero.
Very nice. How do you measure efficiency? When calculating (total energy gained by projectile at release)/(total energy lost by trebuchet), I get 77%. It appears that the trebuchet is 97% efficient at release and then looses another 20% settling down after the throw.
Best camera I've seen so far. Can be improved with better centering and possibly shape of the blue lenses. Yellow lenses #4 an #5 are slightly overlapping and should be spread slightly. I don't know how to make an accurate diverging lens yet.
Nicely done, but doesn't work because scene.my.s and scene.my.l are not initialized in the file. I initialized them manually in the console and then the scene worked fine. If you unzip 63600_Hydraulic_Teleskop.phz and open scene.phn with a text reader, then you can see that they are missing. I think if you initialize scene.my.s and scene.my.l in the console before saving, then the variables will be saved with the file.
Yes, works good now. My system doesn't seem to support edge blur, but that's my problem, not yours. Actually you can fix it by sending me a big wad of cash to buy a new computer.
Now you have the yellow hinge connecting two objects. One way to do automatic release is to glue a circle with an unused collision layer on to the back object and then attach your yellow hinge to the front object. The stack-up should be back object with glued circle attached, front object, and hinge connecting front object to circle. The next thing to do is to glue an invisible killer box (to kill only the circle) to the background at the right spot. This is the method my Trebuchet (if you can call it that) uses.
Excellent construction. Smooth operation. Very strong. My only suggestion would be to make the jaw surface 90 degrees to the the slot axis. That way the jaws will always be directly opposed whenever they are parallel to each other.
Yes, I made them 2 to 3 times more powerful than they need to be to pick up the items. The grabber force can be changed by changing the bendConstant for the (4) hinges.
I see that there are 304 titles that have "kill*" in them, and only 1 that has "fuck*". That seems odd since fucking is more enjoyable. Seems like "kill" should be the more offensive word. At any rate I'm not so sure how good this fucking car is, since it does not have a back seat.
Good concept. Typically you can decrease the time step to improve the accuracy by setting Sim.timeDelta = 0.001 (default is 0.01) in the console. I tried this and the escapement jammed. If you can get the escapement to work at the smaller time step, then it may be more accurate.
"if you are going to upload this to algobox, make sure that you let people know that it does it and how to fix it (Sim.frequency = 100 for Algodoo and Sim.timeDelta = 0.01 for Phun)." - gradyfitz
Are you sure yours went farther? We should probably have a third party check it on something other than a TRS-80. On my PC (10 years old running XP) I get 14205 meters for yours and 25400 for mine. I then set sim.frequency=1000 for each scene and got 28000 for yours and 57000 for mine. I measured the position by checking the pumpkin initial position and then checking where it bounces by drawing a circle at the bounce point and reading its position in the script menu.