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When I load this, the spring constant is 3921. I changed it to 200 and I think it works better.
“Simplicity is the ultimate sophistication.” - Leonardo da Vinci

I didn't realize how awesome this scene was until I tried solving the challenge myself.
Last edited at 2012/11/06 10:35:36 by s_noonan
thanks
Epic lag on my computer.
Nicely done, like most of your other scenes. I'm your first subscriber.
If you make the axle hingeConstant = 126 , which is 2X the spring constant, then both systems will be equivalent. Apparently, the hingeConstant has a built in damping factor of 0.1.
2 Xray,

Open the scope display by clicking on the "-" icon on the widget titled "Scope Display". To create widget from scratch, right click on green scope box > Show plot > Y-axis > angular velocity.

2 Kilinich,

Thanks for the compliment.
Great tool and demo. Very simple and yet I never thought of doing this myself. Should save many people some debugging time. We will send you money for the time we save. My check is in the mail.
2 Xray,

I'm not sure why you don't see the "Scope Display" widget. Maybe it is off in the corner or not there. It should be a bar that says "Scope Display" followed by an eye ball, -, and X. Press on the "-" to expand it if you locate it. I made the scene with V2.0.2 b15, so I would expect you could run it with the same. You can look at the code by unzipping the .phz and opening Scene.phn with a text editor. Scene.phn does have the Scene.addWidget code, so I know its there.
Last edited at 2012/11/14 00:07:20 by s_noonan
Nice design. Very efficient. It will act as a non-motorized walker on a plane that has only 5° of tilt (or a 0° plane and -85° gravity).
Yes, it works quite well now.
Very cool. If you kick in the clutch at max RPM, then the car will do a wheelie most of the way down the track and finish in less than 5 seconds.
Nicely done.:tup: :tup:
Well done. :tup: :tup:
Nicely done. I like the overall layout and the easy method to go to each planet.:tup: :tup:
Interesting design. I like how you select the number place. I would not have thought of that.
spectacular :tup: :tup:
Very cool. The treb buries the projectile into the ground at about 700 meters on my PC. I like the apparent simplicity of this deign. My initial though was that there would be a large impact of the arm against the roller, but upon investigation, I can see that the speed and energy transition is very smooth. :tup: :tup:
Nicely done. I see that the 5 arms approximate a curve. I wonder what the optimum curve shape would be?:tup: :tup:
Suggeations:

1. ballSize = sizeStart + (dist - distStart) * ( sizeFinish - sizeStart)/(distFinish-distStart)
scene.my.size = 0.16812544 + (pos(1) - 0.594794) * ( 0.02 - 0.16812544)/2.34

2. textureMatrix x and y scale = 0.336/scene.my.size

3. Bowlig pins would look better if you cut out a large image of a bowling pin and scaled it down to size.

4. Replace pins with inverted pyramid of circles spaced slightly apart. Glue non-colliding pin image over each circle.

5. Add angle and spin inputs. Angle will change the launch angle. Spin will change the angular velocity of the ball (for realism) and cause the ball to move in a sideways parabolic path (x=Ay^2 + by + C) with an x-axis amplitude proportional to the spin, a y-axis amplitude proportional to the launch speed, and the y-axis of the parabola set at the launch angle.

6. Add working gutters.

7. For scoring, add a killer invisible block behind the pins and count collisions. If no onCollide when killing, then kill manually in code after counting.
Last edited at 2012/11/22 12:13:49 by s_noonan
This is a beautiful machine. I would expect a lot of hits.:tup: :tup:
Nicely done. Although this is simple and direct, it took me a while to figure out how to make one myself.:tup: :tup:
rox11,

You need Algodoo 2.0.2b15 to see the ball.

Xray,

Thanks for the offer, but I don't think I'll run with it. I may experiment with #5, in which case I won't copy your scene but just use Algodoo objects. It is much easier to make suggestions than to actually do the work.
Last edited at 2012/12/06 10:40:03 by s_noonan
Luezma,

Head transplants are rare, and I doubt Kilinich will give you his.
Nice design work.
Well done. Works flawlessly. :tup:
Awesome. Son: "Look dad, no scripts!" Father: "When I was a boy I used to walk 5 miles in the snow to program wooden machinery with stones.":tup: :tup:
Last edited at 2012/12/09 00:49:53 by s_noonan
Nicely done. Useful and easy to implement. If you made a bunch of these (addFire, addExplosion ...), then you could create a Kilinich Library of effects. :tup: :tup:
Xray,

Thanks for the suggestions. I used some but not all of them.
Last edited at 2012/12/04 10:29:01 by s_noonan
I had been trying to make an actual mechanical one before lethalsquirl made the comment above. It is not as easy as I thought. I will post it as a response to this scene.
Last edited at 2012/12/04 02:18:50 by s_noonan
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