That's how it was. IT was way too unstable, Very jerky motions between strokes and throttle control didn't really work with constant instead of length for throttle. if I used constant to change the throttle, it would be far too weak at low RPM. The way I have it now, the engine maintains the same amount of torque at any speed almost. and as far damping goes, it's just to keep the springs from being unstable. the power is pretty much the same damped or not. I haven't tested it a bunch, but it seems fine either way.
It's a really cool concept, but it seems to me the engine is operating more on the gravity of the expanded object, rather than the piston being forced down from it expanding. sometimes the expanding square isn't even touching the piston or the top of the cylinder.
Reminds me of my "cool orb thing" scene.
it would be cool if you could click on the the globe at any spot and the "plasma"
would attract to your finger like in real life
haha! Thank's so much! means a lot coming from a veteran algodooer like yourself!
But um...well. I am kind of the epic noobness.
I've read your explanation over and over and tried applying what you wrote as I read it, but I'm still just stumped lol.
I'm sure it's easier than I'm making it out to be, but simple things like changing an objects color on collide seemed impossible to me only a few months ago.
Btw, as you can probably tell this is "the vehicle" that I said I was working on when you helped me with my engine.
Thanks again! I really appreciate all the help you've given me.
Last edited at 2013/06/10 23:18:59 by lethalsquirrel
Yes I totally agree. I used to be forced to make everything mechanical because I knew nothing about thyme. you can tell by looking at some of my old scenes how I cut corners with mechanics. guess it was kind of my style though
Last edited at 2013/06/11 05:26:09 by lethalsquirrel
The numpad should just not be used in algodoo. many people use a laptop with no numpad, or have tenkeyless keyboards like myself. this scene is basically unplayable for me.