Nice design, just the right number of parts to do the job.
I didn't realize that higher frequencies were frowned upon, I use them all the time. The only downside I see is that it may slow some scenes down. I always thought that raising the frequency increased the accuracy of the scene because the calculations are using smaller time steps. I'm suspicious of scenes that work OK at low frequencies, but jam or fall apart at higher frequencies. I suspect that those scenes may be relying on Algodoo approximation errors at low frequencies in order to work.
Xray - The files that you posted do not contain the image for the card faces. I don't know why you and I are seeing them, but it would make sense to duplicate a card, make sure it is face up, and then delete all the scripting inside the card. That way you will have at least one item showing the card face texture and then it should automatically save the card face texture image with the scene.
Gent - The problem is on Xray's end and he will notify us when it is fixed.
Note: If you want to see what textures are included in the scene then replace .phz with .zip for the file name extension and then extract it like any other .zip file.
P.S. Xray - It may be that you and I are the only ones who are able to use the scene because we are the only ones that created scenes using the cards. So the sooner you fix this the better.
Gent - Look at the bright side, at least you now have the latest version.
Looks good to me. I see the image in the .phz file and it works even if I delete the cards.png file in textures before running your scene. We just need to hear from one other person.
Yes, that is by design, but may be confusing. I'll hide it. Also, if you click fast enough, you can turn over three or four cards before they flip back. I'm going to leave that in for people who like to cheat.
I noticed that when I delete a scene nobody else can see it but me. There seems to be no way of deleting it for good. I got tired of seeing my deleted scenes so I figured that I would undelete one and then update it to a new scene. What I should have done is update the scene then undelete it. I realize that the scene won't get much exposure since it uses the number of an older scene, but that's OK.
I used to play around with electronics like I play with Algodoo now. I started out with a Radio Shack 150 in 1 kit. One of my more ambitious projects (not made with the kit) was to design and build a sampling oscilloscope that would connect to a TV's antenna terminals and display the waveform on the TV.
Prior to the pill bottle mic experiment I had used a toilet paper roll and aluminum foil to make a kazoo that you would talk into. Sunlight would reflect off the aluminum foil onto a solar cell connected to the volume control wiper of a small transistor radio. It worked surprisingly well. The experiment was modeled after one performed by Alexander Graham Bell.
Scenes may fail uploading if they have too many objects in them. I'm not sure what the limit is, but it may be 1000. Also if the .phz is altered by anything other than Algodoo, it may fail the upload.
Looks good. Works well. Hey, I learned something today. Is it safe to leave the Cesium-137 generator in the scene or should I delete it? Wow, 128 channels. When we were kids there was only two channels and we had to stare at TV test patterns until the cartoons came on.
P.S. New image is in case you want to remove the keystone effect. If you would like me to beat up the image, I can do that too.
P.P.S.: I deleted the image scene. Looks like I couldn't entice you with a Multichannel Analyzer Shrine (MAS). Thanks for checking it out anyway.
Yes, it is updating the value after each oscillation. It needs to oscillate in order to determine where the peak value is. Its response is an inverted parabola. If it is too far away or too close the signal drops off. That's the best I can do with a $2.31 sensor.
This sensor stops when the reflected beam straddles the phototransistors. In order for it to track, the reflected beam must contact the phototransistors which are fairly small. If the target moves faster than the speed of the (slow) stage, then the beam will come off of the phototransistors, the stage will stop, and the sensor will stop measuring. The measurement is updated only when the beam is reflected onto the phototransistors. The type B sensor will track the best, since it has a larger target and the speed of the stage is proportional to the laser beam deviation from center of the target.
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Q: Have you figured out what causes the runout?
A: Not exactly. It looks like the circle is limited by the accuracy of the calculations. The peak-to-peak variation is smaller at sim.frequency = 120 Hz than at 60 Hz. The resolution of the circle plot is 0.06 microns.
Q: Is it a fault of the not-so-perfect placement of the axel on the circle/polygon?
A: No, I edited the file for perfect hinge position and it did not change anything.
Q: Can a person get less runout by either manually placing the axel, or by using the grid system to place the axel?
A: No, I don't think so.
The runout on the polygon is because it is made of 128 line segments. If you make the circle and polygon reflective, then you can see that the laser beam reflected from the circle is steady while the beam reflected from the polygon dances around slightly. You can count the 128 cycles per revolution on the polygon runout chart.
P.S. I calculated the difference in distance to a flat vs. distance to a vertex on the 0.5 meter diameter polygon of 128 sides and the result is 75 microns, which is close to what is showing on the chart.
"I see a yellow rope and I want it painted black
No colors anymore I want them to turn black
I see the girls walk by dressed in their summer clothes
I have to turn my head until my darkness goes"
Mick Jagger
P.S. Click, Right Click, Selection > Select Alike. Right Click, Appearance, V (of HSVA) = 0%.