Very nice. The only thing I noticed is that the stability of the code wheel slide can be improved by increasing the density of fixed and sliding bars. I also thought it would be nice if the code circles could be color coded, but that won't work because one code circle can carry out several actions at once.
Statement: I understood that your "Collision Layer Display" boxes were only used for displaying the selected collision layers, not instructions.
Response: In Ravinpluker's scene each collision layer in a code circle does a particular task, so collision layer = instruction.
S: It seems a lot simpler to click on a code circle and in the Edit Menu just hover over "Collision Layers" than dragging Collision Layer Display boxes over each circle.
R: I agree, but I think it would be even simpler to scale down one box to be smaller than a circle, copy it, and paste one into each circle.
S: ... and hope that you are seeing the desired one, especially if the circles happen to be situated very close together or are overlapping.
R: If the box is scaled down and you are pasting it, then it is easy to see the desired circle, the circles are all separated from each other, and they don't overlap.
So if each of Ravenplucker's code circles had a collideSet display box, then you could see the code just by looking at the code wheel. If there is no code display, then you can't find out what each circle does without using the context menu to check collision layers and even if you did that it would be hard to track after the wheel started turning.
Q: Could the boxes be made to display other data such as variable values? That might make them more useful.
A: Yes, I agree.
S: The hidden axles would occasionally get detached from the box.
R: The same thing happened to me along with the collideSet display box going behind the new object. That is why I changed the instructions to "Copy and paste this box and two hidden axles ...". This should take care of both of those problems.
I am a little twisted, but it's a family secret and we don't talk about it much. Anyway, the puzzle didn't work so well until I redid it with slight clearance on the guide rails (0.005m on a 2.5m radius).
Q: Does torque have a linear relationship with the gear ratio in this type of arrangement?
A: I suspect it does. From an energy standpoint, the torque out X RPM out = torque in X RPM in - heat generated. Involute gearing is fairly efficient since the design is for the teeth to roll on each other without sliding.
Nice work. See help next to the comment "Add Reply" button to see how to add hyperlinks or YouTube videos. Get rid of the "S" (http://, not https://) when inserting a YouTube video or hyperlink.
FRA32,
I agree with what you say, but I am unwilling at this point to modify the code to model the more accurate driver behavior that you describe.
Xray,
I will leave a space for you when I see you merging from the on ramp. I'm not sure if aggressive driving results in a higher car mesh rate (in cars per minute), but if it does, then we are in agreement. Maybe everybody should drive bumper cars (or electronic bumper cars that don't actually crash).