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It seems that the bottom one goes faster whether it is a circle or a polygon.
Good idea.
Nicely done. :tup:
Q: What are they useful for?
A: Spokes support the wheel hub and transmit torque between the hub and rim when peddling or braking.
Nice work.:tup:
Q: Are they better than common glued-together wheels by something?
A: No.

My intention was to make them operate like real spokes.
That should tell you something. Either you already know or you are getting warmer.
Last edited at 2014/09/26 10:41:23 by s_noonan
You call this cheating? If you want to see some real cheating, then check out my Strong Gears scene.

! :angel: ;)
Last edited at 2014/09/26 10:36:27 by s_noonan
27000 Nm at 378 rad/sec at 240 Hz.
Last edited at 2014/09/26 21:44:41 by s_noonan
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.
I made the function scene.my.drawGear(Pc, Zo, Ap). I used the information from the following paper:

from here:
Algor­ithm to Describe the Ideal Spur Gear Profile

or here:
Algorithm to Describe the Ideal Spur Gear Profile
Last edited at 2014/09/27 14:41:39 by s_noonan
Nice work.:tup:

Your HP calculation may be wrong:

3600 Nm X 350 RPM X 1min/60sec X (2*pi)rad/rev * 1HP/746W = 177 HP

At any rate, I can get 350 HP at 250 Hz. I don't see a problem with increasing the simulation frequency if your computer can handle it.

OK, I see you must have used 3600 ft-lb and not 3600 Nm, but 3600 ft-lb = 4881 Nm and I couldn't get the engine to handle 4881 Nm at 120 Hz.
Last edited at 2014/09/28 15:10:30 by s_noonan
Keep the ideas coming. Don't let the naysayers get you down.
Nice work so far.:tup:
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.
Thanks. I have never seen a machine like this in real life, but I suppose it's possible to make one.
Thanks guys.
Glad to have you back. I thought maybe you went to the great beyond (or that your wife had you make a choice between Algodoo or her).
If you need circle gears, then why not make them yourself using Kilinich's circle gear generator?
Thanks. I didn't know that. I suspect you meant:

(Readable(entity)).TotImp3(2)*60 = Torque
Google "Magnetic Damping" or "Eddy Current Damping" and you will see that Aluminum is correct.
Nice work. I see you have made many good scenes in a short time. :tup: :tup:
Nice effect.
Very cool. :tup:
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.
Please select the correct answer:

A. Somebody did it to me, so now it's payback time.

B. It's the new Widows 8.0 paradigm. Give people less and tell them it's more.

C. To preselect the tool to make it easier for users.

D. Xray insisted that I do this to every scene.

E. To force users to figure out how to get out of play mode.

F. Because I'm a jerk.
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.
It's like connect the (moving) dots. Check out the code in one of the numbered boxes and the code in the big box to the right of the man.
Thanks.
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