You can do that using scene.my.clone.pos or other variables. I've already done that, and if you fixate the clone and another object with a fixjoint (I haven't tested with glue) the fixjoint will appear in the center of a line between the two objects. Try it, it's pretty old.
See Kilinich's Super Portal Demo scene for details
Kilinich is right. it's a pain in the ass to press the UP key and W at the same time. Or you can add a centrifugal clutch (scripted), so you don't have to press clutch?
It's good, but I think that:
you should use lenght for the strokes, changing their lenght, and constant as throttle (or if you want it even less laggy, you can make that the constant is fixed, and the spring's lenght is {Scene.my.stroke1 * Scene.my.throttle} and you make scene.my.stroke 1 from 0 to 0.5, for example. You'll get it). You'll have a 1 stroke engine, making it even stronger.
The bore-stroke ratio should be less, so you can rev it faster without changing frequency.
Overall it has enough torque (5500 Nm) and the key starter seems cool. You can't use it in a car, but for a demo engine it's good! It's pretty big also (3.125x0.75 m), but you can use it for a truck or smth else big. 8/10, it's completely usable and looks good!
Yes, use this on the object you want to take the values from:
In this case I'll use angVel
Scene.my.angVel = (angVel < 0? (-angVel):(angVel))
Or you can do that with vel(0), it's the same
I just wanted to say that if you attach two objects with a fixjoint, and then you modify one of the object's pos constantly (for example, using clone feature), the fixjoint will appear between the two objects. A similar effect can happen when the object is very far from the center point, at least in algodoo 2.0.2b15
Good one! Just wondering, can you make a version that uses the body's angle instead of the distance to the floor? It would be less accurate, but should work
Good guess. Neither I know, but what should be interesting to see is if two objects are so moved tht the fixjoint is NOT overlapping any object, those two objects are still fixed together? They should. I can't test it because it doesn't happen for me
lethalsquirrel, my comp is pretty good for Algodoo but i'll buy it a decent graphics card later (and 4 gb more) because it's got an integrated card xD
AMD FX-6300 Black edition @ 4 GHz (yep I overclocked it 500 MHz)
ATI radeon HD3000 that runs pretty bad
4 gb 1333 MHz ram (I'll add 4 more)
But it works! I'm getting 100% sim time on any scene with 15000 narrow collision tests or even more. That's a big change for someone coming from a pentium 4, and I have to say, 400 dollars may not be much, but here it's pretty hard to get them!
I've figured out that the speed varies with different processors
In my pentium4 I've got 100 rad/s at best, but in the new one, I get 300 rad/s at 1x sim time and more than 2000 at 0.1x sim time. Try it!
I like this one. The handling seems too much for me but everyone says it's ok, so leave it.
Also if you put scene.my.spring = 0 instead of 0.005 the engine gets REAL mad! try it
Why did you use k-probes and se's vel measurer? Now you can measure any variables from within the object. use this code in update:
(e)=>{Scene.my.vel = vel(0)}
(e)=>{Scene.my.aV = angVel}
or whatever you want to call the variables