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Thanks, I cleaned the head with alcohol and used a head demagnetizer (not to be confused with a head demaggotizer which may come in handy if you have a massive open head wound).
Well done. :tup: :tup:
Very nice design.:tup: :tup: Needs LSD label. I played with the timing a little bit and got it to run 103 +/- 3 rad/sec @500Hz with timing phase angle of 0.225 rad.

P.S. To get it over 100 rad/sec, I made the following changes to the timing wheel coupling axle:

autoBrake = false
bend = true
bendConstant = +inf
bendTarget = 0.225
Last edited at 2013/11/06 10:27:39 by s_noonan
Looks good. Very direct and easy to use.:tup:
This glitch is more a function of your design than of Algodoo. The design is way over constrained and has multiple singularities. The reason it goes by itself is that that Algodoo modeling at 60 Hz is not as accurate as it is at higher frequencies. Increase sim.frequency and the perpetual motion will go away.
You are probably right, but I would think that if someone wanted to know how electric motors work, they would look it up on Wikipedia, and if they wanted to know how the scene worked, they would check out the properties (and maybe scripts) of the components. In other words, I'm just a lazy ba****d who doesn't feel like going the extra mile.
Nicely done. I like the throttle function.
Last edited at 2013/11/12 22:16:50 by s_noonan
Nice work. I like how the sliders work.
Last edited at 2013/11/12 22:01:32 by s_noonan
Yes, I noticed that if you stop the rotor, then it doesn't restart again without some help. If you can fix this, then tell me how you did it or post a scene response.
Thanks Kilinich, somehow I missed that one (I think it was because I only searched for textureMatrix). I did however see your Earth (textureMatrix demo) and Xray's TEXTURE MATRIX DEMONSTRATION.
I started here and then played with it until I got it to do what I wanted.
I lied. There must be some limit to the size and number of sides that only Kilinich and a few others know about.
That's a huge house. They must be professional tetherball players.
Nice demo. That's the first time I've seen a=b=c=d in coding.
If you make the thing that makes it work smaller, then you can trick some users.
Last edited at 2013/11/14 22:14:37 by s_noonan
Magnificent.
Thanks guys.
Nice presentation. Lump should be lamp.
I didn't downrate this scene. I think the concept is a good idea and works well, but the grass texture is replaced by snow.
Last edited at 2013/11/18 10:13:33 by s_noonan
Now OK.
G1 = 1/Xmagnification, G2 = 1/Ymagnification, D1 = Xoffset, D2 = Yoffset
The self-energizing effect is present. The left shoe rotates about the anchor bolt at the 12:00 position which helps force the shoe into the drum.
Q: How exactly do you get all those pieces it leaves behind to form one shape?
A: I had done it using Combine Shapes > Add, but recently found a better way. Use the brush tool with a brush size about half the size of the circles you want to join together. Check the Brush > Merge checkbox. Brush a line thru the center of all the circles. The circles will combine as you brush over them. For best results, do short sections at a time.
I didn't think of that when making it, but now that you mention it, I can see the resemblance. In some ways Algodoo is the modern version of TinkerToy for older kids.
Last edited at 2013/11/23 09:40:32 by s_noonan
Thanks for the comments and ratings.
The following vehicle tops out at 1300 m/s Phun realistic rocket engine.
Last edited at 2013/11/24 13:31:26 by s_noonan
Nice.
I disagree. According to Wikipedia:

"Note: In most designs, the "self-applying" effect only occurs on one shoe. While this shoe is further forced into the drum surface by a moment due to friction, the opposite effect is happening on the other shoe. The friction force is trying to rotate it away from the drum. The forces are different on each brake shoe resulting in one shoe wearing faster. It is possible to design a two-shoe drum brake where both shoes are self-applying (having separate actuators and pivoted at opposite ends), but these are very uncommon in practice"

The drum brake in this scene has more self-energizing effect than the one in the video. This was judged by measuring the distance between the anchor pin and the nearest point on the drum, and dividing that by the drum diameter. I don't believe free play in the pivot has anything to do with self-energizing. The anchor pin and the corresponding notch in the brake shoe is just an inexpensive, forgiving, and rugged way to make a pivot.

There is one thing I did notice, and that is that there is not enough clearance between the two shoes (when the brakes are applied) in the area between the anchor post and the drum. I don't think this was intended nor part of our discussion. If this shortcoming was the point of your previous discussion, then I apologize.
Yes. Thanks. The brake leverage is non-linear and increases the closer you are to the "over center" point. The problem is that they could lock up if you get too close to the over center point, that is why there is a stop on the longer toggle link. So they work, but the adjustment (by moving the pads in or out) is not user friendly.
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