Thanks for the compliment. It took me a long time to make this scene. The scene uses the function scene.my.drawGear(Pc, Zo, Ap) where Pc is Circular Pitch, Zo is the number of teeth, and Ap is the pressure angle. I used a 20 degree pressure angle, but you can change it to whatever you want by changing the value in the code in the lowest orange circle behind the green sign. I considered making the pressure angle selectable, but then decided not to in order to keep the scene simple. I may change my mind on this.
Nice work on the scene. Very creative. You should be able to calculate the torque yourself by using the code in either hinge found in Torque Measurement.
This is by Jimmyfisherman design. The reason for the instability is that Algodoo may cause some misfires if it is taxed. On my PC, the output is stable until I open a widget. I can slow the simulation down and it won't misfire.
I don't understand your agony. Please be specific. My thought is that there is no other tool other than the hand tool that needs to be used in this scene. The scene reverts to standard mode upon stopping. Does doing this require more mouse clicks? Does it prevent you from doing something you would like to do? Is it because you like having all the tools available for dissecting the scene? A teacher I once had said "When software does something for you, it also does something to you.". That's probably the case here. I will remove the offending code from this scene as a sign of good faith.
Thanks for the feedback. I experimented with changing the size of the planetary gears using polyTrans and can't seem to make it any better.
I experimented with a pinion and one ring gear and found that slight clearance gives the smoothest action. This makes sense to me because it limits the number of collisions and gears with slight clearance still maintain the same rolling action and velocity ratio. At any rate, the gears are now set to precise (within 0.000001) line on line meshing with zero clearance.