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Ok.
Done! (or almost)

I've grabbed an old 3 speeds laser gearbox, installed it here, deleted engine springs (all of them, because it exploded like 10 times), deleted dashboard (Will reinstall it), deleted Kprobe, as you can use just (readable(e.geom)).angvel, and it goes like to 25 m/s! (Low acceleration, but it can work).
Just wait a bit and I will fix this a bit more.
The needles jump because the rack gear mechanism leaves a space between the gear of the needle and the rack. Try with restitution 0.
And yes, that's the gear indicator.
Look at the speedometer: there are two red lines that mark when to change gear.
And if you want to meter the engine's torque in Nm, just put autobrake and rise the strenght slowly, and register the strenght you had to put to make the engine get really slow (3 rad/s is slow)., or just to brake it.
If you find any way to meter HP's, tell me :lol: . I'm glad to know how that's possible.

And for the readables... It's really simple, look at the last part of the script menu: there are some values that you can't change, but yes to take and display.
Just put (readable(*here goes e.geom if you meter this from a laser, e.other if you make a collision, and owner if you meter this from the geometry)).what you want to meter from the last part of the script menu.

An example is (readable(e.geom)).angvel, this meters the angular velocity in rad/s, and if there's an array, select what you want to take from there, like (readable(e.geom)).vel(0). 0 is the data place you take from the array.
In a color array, color(0) is red, color(1) is green, color(2) is blue, and color(3) is opacity.
Last edited at 2012/07/20 21:24:30 by The Linkage
Wait... If it jumps, try to make the hinges that have to go fast legacyMode 0. I'll try to do that.
In all my rotary engines, just accelerate and deccelerate with up/down. It's so easy!
It's normal, the old hinges didn't have much strenght and were stretchable.
They were stronger, and could go to (almost) infinite speeds. But with the new Algodoo, the hinges and springs changed A LOT, but now they can get to 117 rad/s without exploding, that's a really low value. So, with legacyMode 0, hinges are stretchable, and really weak, but can go to the speed your engine goes.
The car jumps because of the engine - gearbox connection, and the gearbox hinges. The engine's crankshaft isn't a problem.

Let's try with spring transmission or no clutch.
Banjerboef:
Sorry by that comment block, when you update a scene from the Algodoo browser, everything gets blocked (comments, ratings and responses I think.)

So, getting in the topic:
Maybe a fourth gear should make it smoother, making the 4th gear radius the same as the 3rd, and scaling down all the other.
I will still work on it, let's see how much fast it can go!
Oh, and I've allowed cooments on the other scene.
UPD: Forgot to say: scene.my.speedMode works for the output hinge of the gearbox; so when you put 3rd gear, legacyMode gets to 0, making the hinge weaker but resistant to high speeds. Maybe that way it doesn't jump from there.:/
Last edited at 2012/07/23 21:11:58 by The Linkage
Look at this scene:
63435
What you have here are three thrusters hitting at the same time. So, why don't you just put only two vars in place of seven? (scene.my.thruster, scene.my thruster1,2,3,4,5,6)
Can you repeat the question please? Didn't understand!
Thanks anyways!
Oh, if you want to switch a geom collision layer with lasers, just write in the onLaserHit part of the laser's script menu (e)=>{e.geom.collideSet=what you want}, where what you want is the collideset number (i.e 1=a; 2=b; 4=c; 8=d; 16=e; 32=f; 64=g and so on.)
If you want to switch collideset with two keys, just put two lasers, but if you want with one, make two lasers, simulation on and mark toggle in one of them, then press the key you assigned to the two lasers, and then tick the toggle on the other laser. Then put the collideSet function on the two lasers, but change the value for your preference.

If you didn't understand, that's not your fault! Just dissect one of my scenes, like Banjerboef's car fixed, and look at the lasers.
It seems that the only way to get more speed is by scaling the back wheel. It gets to 157.08 rad/s, and that-s the max speed it can get.
IT WAS THAT!!!
65 m/s!
Okay, 11.25 mts isn't realistic...
I couldn't :(
It just goes to 25 m/s, like my first mod.
Just don't know why!
Ok, now it's better, I'll upload it soon!
Trouble. It hasn't really got better, so that's why I'm not so active, as I have been working on it and may be.
Now yes! Possible to get to 65 m/s!
I've got your PM.
The engine is stronger because of the springs, look at them. And the thrusters are stronger too.
And the speedometer is a bit bugged, I know, but it seems very realistic! (Put starter speed 100-200-300-400-500-600 and test)
Have you seen the thrusters on the engine block? They are to balance it, because if they weren't there, it would shake because of the suspension.
Anyways, I'm happy you liked it!
Try to give it less moving range to the pistons, it will go a lot faster
meters
It's just huge
What improvement does it need?
An actually working engine is a collision or spawn engine, because spring engines are just boooring. Those injectors can be used to make a spawn engine, maybe.
700 hp... Wow!
They're very strong it seems...
Ok, post it.
Wow...
Like 35 rad/s on a gear full engine! That gets rid of the strenght, but it seems it's still fast!
Thanks, Gent!
Some help for it:
Don't use a gear to connect the two pistons. Just overlap them and connect the two pistons to the same flywheel.
Use circles and not boxes to spawn circles. They have better collision.
For the block, don't use polygons, because they have a very bad collision.
Use the grid!

All in all, it's ok! :)
Oh, and the most important: make a killer of 3 times the radius of the spawned circle. That's the secret!
Just don't put the block as a killer. At least you should make inverse engineering to another engine.
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