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Looks like somebody really hated this scene (rated it a 1), but was afraid to say why.
Looks like somebody really hated this scene (rated it a 1), but was afraid to say why.
Great design. Nice mechanism and fine art work.:tup: :tup:
2 dirtrider08,

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.

Do you concur?
2 Kilinich,

The pos adjustment is an attempt to make the piston retract smoother by having the bottom of the brown oil box not change location as it shrinks.

P.S. Now I understand. I've removed the pos code. Thanks for the suggestion.
Last edited at 2012/06/29 10:28:42 by s_noonan
Very nice. :tup: :tup: 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.
Last edited at 2012/06/30 11:53:58 by s_noonan
This trebuchet is about 2X the efficiency of the Phun trebuchet, so I suspect some time was spent tuning it.
Very cool.:tup: :tup:
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.:tup: :tup:
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.
Last edited at 2012/07/04 01:27:18 by s_noonan
I like this one better because of fewer parts and better accuracy.:tup: :tup:
Last edited at 2012/07/08 06:00:20 by s_noonan
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.
Although this is your first upload, the quality of your construction and coding show that you have used Algodoo for quite a while. :tup: :tup:
These may help if you haven't read them already:

[Tutorial]Thyme Tutorial - With explanations at every step
[Thyme][1.5.61]Thyme Command/Variables List

Also, you can save a scene with a .phn extension and modify it with a text editor.
Good. You used the correct colors and timing. I like the simplicity. However, I prefer to watch fireworks at night.
If you are interested in automatic release ...

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.
Last edited at 2012/07/15 12:34:08 by s_noonan
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.
2 Benjii,

Yes, it screws up near x=0 and y=0 and I'm not sure why. Made some changes to minimize error but still some effect.
Last edited at 2012/07/28 00:19:44 by s_noonan
Looks good. Maybe you can make the explosion fade with time. I used the following script in my Death Ray scene:

Scene.addCircle({
drawBorder := false;
drawCake := false;
collideSet := 0;
pos := e.pos;
radius := 0.5;
airfrictionmult := {0.1 + (((sim.time - controlleracc)) * 4.9)};
controlleracc := sim.time;
density := {sim.time > controlleracc + 1 ? 0 : 0.005};
color := {[0.5 - ((sim.time - controlleracc) / 4), 0.5 - ((sim.time - controlleracc) / 4), 0.5 - ((sim.time - controlleracc) / 4), 0.5 - ((sim.time - controlleracc) / 2)]}
});

This code was adapted from Smoke by Gear97.
Last edited at 2012/07/27 23:54:17 by s_noonan
2 Benjii,

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.
Nicely done. I'm suprised there are no comments or ratings yet.
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

details: sim.frequency = XXXXX
Last edited at 2012/08/03 01:47:28 by s_noonan
Haters are douche bags. I you are feeling bad, then make a crashable wambulance.
Cat is killed in 0.1 seconds. This scene is good to watch in slow motion (simulation speed = 0.01).

Note: No real cats were killed in the making of the scene.
Udder disaster!:P
2 Benjii,

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.
2 Benjii,

Udder disaster, not utter disaster. Also Greek cows say mu, not moo.

2 Yanko3769,

10/10 for best looking cow in Algobox.
Last edited at 2012/08/05 13:31:45 by s_noonan
With sim.frequency=1000 for better accuracy and airFrictionMult=1, I get:
1st mine 2955 yours 2325
2nd mine 2957 yours 2282
3rd mine 2951 yours 2325

So, yes, they are roughly the same.
Last edited at 2012/08/06 00:20:47 by s_noonan
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