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Done. Thanks.
Yes, noahthearkbuilder's Volvo Excavator scene is awesome. I originally designed this with a very young user in mind. This scene will probably never come close to noahthearkbuilder's scene's looks or functionality. I may experiment with toggling pivots 1, 2, and 3. That way multiple pivots can be operated at once.
OK.;)
I lied. The circles are not clickable. They were at one time and then I added text boxes and made both the boxes and the circle clickable and then after that I eliminated clicking on circles in order to minimize code. Anyways, thanks for the feedback. I will attempt to make the text boxes bigger without breaking anything.
Nice HD scene. It looks like the 2nd bulldozer had one track temporarily stuck. Makes me wonder if he could have fixed it by temporarily reversing direction.

My scene now offers more combinations than using one pivot at a time, but less than half of the possible combinations are available. Although most of the pivots rotate slowly, the turret rotation is very fast (along with the dump truck U turns).

I might be able to do something similar to Robot Arm II, but I think I'm going to take a break from this scene for a little while.
Funny.:) I see Gumby has had a few too many beers.:tup:

Edit: It might also be one of our alien friends that are operating the excavator. Those aliens just can't hold their beer.
Last edited at 2014/03/21 09:30:59 by s_noonan
I was able to do that also after a number of tries. I am now waiting for my Algodoo excavator's license to arrive in the mail.
homieeee,

It's like Jackie Chan's movie "Drunken Master" with an excavator operator instead of a martial arts guy.
:tup:
Nice scene but your curve is not a parabola. You can use the mirror from Parabolic Reflector.
Interesting.
I'm not sure what happened. It worked on my PC, but it stopped working after I reset Algodoo. I could see that scene.my.x was undefined. I set scene.my.x and things seem to work OK now. Let me know if it works for you. I'm not sure if it is fixed for good because I'm not sure why it broke to begin with.
You don't need to select joints. The arrow keys determine the x-y movement of the bucket hinge. W and S adjust the bucket angle. A and D move the excavator forward and backward. The only clickable items are the excavator or dump truck in order to select one or the other.

I'm in the habit of checking scenes right after I upload them and this one worked OK. It only stopped working after I read your response and then reset Algodoo.

Thanks for the feedback. I'm disappointed that 150 people downloaded a non-working scene. Hopefully everything will be OK now.
Nice work. :tup: :tup:
Regarding #1, I'm going to stick with using the arrow keys for the dump truck since I consider them the primary movement keys. I understand your reasoning, and it makes sense, but I choose to do otherwise.

Regarding #2, I'm not going to do that one either because 'm lazy. I already have the excavator balanced for climbing purposes whereby if you extend the boom all the way out it will tip forward and help when climbing up a block. I don't think that Gent will be able to climb directly into the truck though.

Edit: After thinking about suggestion #2, I find I really like it because it doesn't change the apparent simplicity of the vehicle while making selection easier for the user.
Last edited at 2014/03/23 12:34:17 by s_noonan
Thanks guys.
linear
I checked out your video. I didn't realize the time, effort, and thought that went into making this scene. Very impressive. :tup: :tup:
Q: How did you find the video?
A: I was checking out your new gun, but since I seldom check out gun scenes, I did not know how to operate it. I inserted the mag and pulled the trigger but nothing happened. So I looked at one of your previous gun scenes and saw there was a video which didn't work for me. So then I went to YouTube and saw your switch video. I subsequently figured out how to operate the gun by recalling from action movies that something gets pulled back before firing the gun.
Now all fixed.
Last edited at 2014/03/27 03:36:48 by s_noonan
Nice work!:tup: :tup:
Nice effect. Every solution has a problem.;)
Nice work. Time to work on "Zombie Hunter II" from the zombie point of view where zombies are the hunters.
Nice demo. Algodoo already has distance function.

math.vec.dist
(a, b)=>{
math.vec.len(a - b)
}
Nice work.:tup:
I'm familiar with rotary encoders. I've read that indexing tables can be checked with a polygon mirror. I don't know if any commercial encoders are made this way. I made the encoder as a mathematical exercise to see if I could do it.
Q: Is the 1 urad difference caused by floating point errors?

A: I don't know. The 1 urad difference is within the measurement variation. The design minimizes cumulative error. It originally had a cumulative error of 1 urad/rad which would amount to 63 urad at 20*pi. There is a problem with Algodoo. Entering 20.0 * math.pi in the console yields 62.831856 when the true value is 62.831853.

The error could be floating point error, polygon form error, polygon centering error, polygon angle offset error, target position error, target angle error, or laser angle error.

P.S. There appears to be a resolution limitation equal to 6.1E-8 * angle.
Last edited at 2014/03/30 13:15:49 by s_noonan
Nice scene. This is high level programming. Check out Evolution tycoon v1.2 if you haven't already.
Kilinich,

Yes, as usual I'm looking for the easy way out.

Xray,

Q: Why the thrusters?
A: The objects would "sink" without thrusters.

Q: What are you attempting to demonstrate?
A: Buoyancy.
I guess I'm simulating buoyancy without using Algodoo water. One advantage I see is that it could reduce scene lag. One disadvantage is that there is no reaction force pushing down on the water. This might be corrected with an equal and opposite thruster attached to the water.
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