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Nice work. I like the attention to detail and functionality. This must have taken a while to make. I think I was the first to rate this scene (10/10) but didn't have much to say at the time.
I like how this scene looks and the idea behind it. This is a unique scene, as far as I can tell. :tup: :tup:
Thanks for the invitation, but I'm not much of a chat room guy.
Thanks.
Yes, I noticed with the Evans linkage that a short straight line input provides a longer straight line output. The green link at the first input actually swings an arc. The deviation of the arc from a straight line is about 0.000150.
I liked your walker, so I made some with the same function but different design.:tup:
Very impressive. This walker is strong, fast, and smooth. If you slow down the simulation speed, you can see that it is actually running and there are times when no feet are touching the ground.:tup: :tup:
Nice work.:tup: :tup:
Yes, I made the 50 meter car to fit my 8 meter jack.

The real reason is that the jack didn't work so well when I tried to make it smaller. It was not as stable and the gear teeth didn't hold up so well.
Last edited at 2015/01/18 23:22:41 by s_noonan
Very nice design work. :tup: :tup:
Nice improvements. :tup:
Nicely done. Elegant design.:tup: :tup:
I checked out your rotary collision engine. Nicely done. Maybe I should have searched better before making this one, but now I can better appreciate your design.
Nice work. Very stable operation.

The same code can be written this way:

thisAngle := e.this.angle;
thisAngVel := e.this.angvel;
force := 75.0 * thisAngle + 18.0 * thisAngVel;
thisAngle > 0 ? {
scene.my.force1 = 0;
scene.my.force2 = force
} : {
scene.my.force2 = 0;
scene.my.force1 = -1.0 * force
}
Xray,
Thanks.

Kilinich,
I do control speed in Unicycle II, but I did check out your scene and code. Well done as usual.
It's best to do it the way you like it. In any case it's good code. It is shorter and more direct than the code I had used for Unicycle.
Yes, thanks.
To stop it moving by itself:

1. Disable clouds.
2. Make invisible feet 20kg/m2.
3. Select all axles. Make allowDirectSolve = false.
4. Set simulation frequency to 250.
5. Get rid of drag weight.
6. Use 1 motor to power everything.
Last edited at 2015/02/03 11:41:37 by s_noonan
I had good results with:
strut density = 2.0
pin density = 20.0
sim frequency = 100
Nice work. :tup:
Good suggestion. Thanks.
Looks good. This was the first time that I've heard of a quasiturbine motor or pump, so I researched it online. Interesting concept.
I'm not sure if I understand your question. If you are talking about the third bearing, then it is a plain bearing. I added spokes to make its function clearer. The fourth bearing has axles for each ball. I'm not sure how that would be done in real life, but tried it anyway.
Thanks for the info and link.
Nicely done. Thanks for showing us how you did this. :tup: :tup:
Nice work. :tup: :tup: Here's some davidrobert2007 links for other users.

Electric solenoid engine
V12 Solenoid Engine - Top Speed - HD
Last edited at 2015/02/22 13:40:08 by s_noonan
Thanks guys. Good link pnvv.
Last edited at 2015/02/23 09:36:41 by s_noonan
Nice work. Strong motor.
Thanks Xray.
Nice work. I like how you made the spiral. :tup:
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