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.
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.
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.
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.
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.
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.
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.
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.
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.