Help given! Look at my scenes and tell me if it's okay. if you like it i will refine it (make things invisible, etc) and make it easier to use and copy into any scene
Lololoer it's done already xd
It's easier with a texture that contains all 10 stages, then you move it with textureMatrix. So when the block is hit, it spawns a box with the textures that change, and that block counts the hits, when it gets to 10 hits it dies and spawns a little circle that deletes the block and lasts exactly 1 frame (1/ sim.frequency seconds)
Way back you notified me that another user posted my gun with some modifications and didn't give a clue that it was originally mine. Now that i find a scene that is esentially the same i thought i should report it, and leave you to take action in however way it was needed. The rules are not so clear in that way: why wouldn't you tell Lucas if you told me when birchy did the same?
As two pickaxes instead of one: when one is at the back the other hits the block, then that pickaxe goes back and the other one goes forth. This way you can do different pickaxes without changing the speed they move at all
This wouldn't work in real life as the valve opening times are too short and the front valve (which I guess is the intake) opens when the piston is moving to the front. Also on a 4 stroke engine you have to compress the fuel and then it would blow up, the piston should go all the way right, and THEN an exhaust valve should open until the piston goes all the way left, then the intake opens until it's all the way right, then the piston does half a flywheel turn to compress the fuel, and the process repeats. I've got a demo (click here)
Well the first tip i'd give you is to ALWAYS use the grid. No matter what, don't even turn the grid off when you're building something. Also, you should use 120 Hz for every scene (go to settings => Simulation => change the frequency slider to 120), and use very high densities for everything, even if things end up weighing a lot more than in reality. Density makes collisions better, that's why
Well yes, I'm almost sure that it'd work irl. Now calling it free energy is too much (lololoer), it only converts vertical forces to rotatory movement and after it goes all the way down and the chain is taut you'd need to reset it. Try making a model with a friction belt instead of a chain, and crank the frequency up to 600 or 1200 Hz to see if this is real or not
Actually I already know what he wants and it's pretty easy (a block breaking system like Minecraft's) but i'm also having a hard time explaining that to him. I dunno, if he needed more help he could tell me on the google+ community faytree made
Want to make it easier? Put the simulation at 10000 Hz and make it to show the total force. It does a lot of weird things, those are the artifacts of using 511 axles for the chain
There's no chain technology in Algodoo, because Algodoo uses axles and boxes to generate a chain. The chain tool only replicates the bonds but it also adds hingeConstant. Try to make one without the tool (aka by hand, copying the bonds). I'm not saying that it won't work but it may behave differently. also use new axles, DON'T COPY these axles
Oh well, my philosophy is you can't say a gun is good if it runs at more than 300 Hz
Can you try starting with 120 Hz, making it run okay without relying on algodoo's imprecision, and then cranking it up to 200 or 250 Hz? That way you get a reliable gun that cycles somewhat at average speed and doesn't give me 7% sim time
I beat it, but scored 39s anyways
I miss those engines that actually used the fuel to do something. i might do one of those but after making so many cars and engines i've grown bored of cars and such. With all these scripted guns and the fuel that doesn,t even touch the cylinder I think Algodoo has grown more unrealistic
Well to fix the transmissions you could add one or two more bars, that's the way we always did drives back like two years ago
Or you could use stretched axles you know. I personally use 1e-30 for the hingeconstant as it's quite a small value but you can used anything. And since there's no need to keep things synced you can use +inf brake
Not really, for softwheels you should use springs if you don't care about the lag. or you have to use high hingeConstant like 1e6 or a little bit less if you'll make it with hinges, and the best way to do them is gluing opposing balls, for example, if your wheel has, say, 16 balls, the one that is upmost should be glued to the one that is on the bottom, the one on the right should go glued to the one on the left, and like that until you gule them all
It's really awesome. you could have used rand.normal or rand.uniform01 though instead of making a randomizer, but no complaints anyways! I think i might try doing an old game too