In theory, this approach would be more accurate than a CNC vertical mill since it eliminates Abbe error. In reality it would be less accurate because draw wire encoders are not all that accurate.
Yes, that is correct. A new polygon is created each postStep and only lives for 0.03 seconds. The surfaces are built up on the fly. lololoer uses the eval function for this. I don't know if I ever used that function, but I can see it's quite powerful.
Thanks. I had to fix the plunger stop to be more reliable (denser material and position it closer to the plunger axis). In other words it didn't have a good mechanical ground at the lower limit.
I never gave it much thought, but I can see now that I rely quite a bit on scripting. Sometimes it's a good way to make up for mechanical deficiencies.
I concur. This doesn't work much like a real torque converter. Maybe I will give it another shot some other time once I figure out how a torque converter really works.
You can embed youtube video with [youtube]http://www.youtube.com/watch?v=gKoOINs0cMg&feature=youtu.be[/youtube]. Click "Help" next to the "Add reply" button below to see how.
Ok. Got it. Good work. This scene is not for those with short attention spans or ADD. With the high percentage of people incarcerated in this country there should be a lot of people playing this scene.
Yes, I am an engineer. I can understand why somebody may dislike engineers, especially someone who has built real stuff. Engineers tend to think they have all the answers because they can calculate some things. People who make real stuff know differently because they have the real thing. The real thing will "tell" them things the engineer never even thought of.
I used to use something like this for calculating beam deflections
This could be used to make Algodoo models behave more like real life or to estimate real life deflections. It might be used to predict bending of bridges, bike frames, diving boards, trees, light posts, car leaf springs, skate boards, flexures, or anything made of flexible material. It might be of limited use in Algodoo since I'm not sure it can be directly applied to guns, tanks, grenades, marbles, or explosions.
P.S.: It's probably not all that useful. I just wanted to see if I could simulate real accurate bending with Algodoo. It's similar to my Massive Spring scene which is also of limited use but accurately predicts the shape of an elastic catenary (like wires on a telephone pole).
Thanks for the compliment. You're right, I'm a M.E., but I did work as a software engineer for a few years, and I've done a fair amount of playing around with electronics. The reason I use Algodoo so much is that it allows me to try stuff and create things without the blood, sweat, and tears of doing it in real life.
I expected complicated code, but found out it was very simple and straightforward. Well, I couldn't leave well enough alone, so I messed around with it. I will post a response to this scene with the altered code. It does not change the function of the scene. It's just a slightly different approach. It uses your scene.my.WriteArray function. You can do any of the following:
a) Use the new code in your scene.
b) Delete my scene.
c) Ask me to delete my scene.
d) Do nothing.