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Looks and works well. A few suggestions:
1. Disable the clouds,they are distracting.
2. List the keys for each element in a box in the scene. It's hard to remember which keys do what.

What does "2 for mouse" do? Is that for people with tablets?
There's no special coding other than setting the bend constant and target. The behavior may have to do with Algodoo flaking out when the bend gets close to 180°. I'm interested in any other theories users may come up with.
Nice work.:tup:
Thanks guys. Yes, that's a long time to draw a goat. This scene is definitely not for people with ADD. It works out to be about two move to targets per second. I might try to make it move faster by trying an open loop solution. The sprockets and chain were made using the Sprocket and Chain Generator.
period := 5.0;
theta := 2.0 * math.pi * (sim.time % period) / period;
pos = [cos(theta), sin(theta)] / cos((theta + math.pi / 4.0) % (math.pi / 2.0) - math.pi / 4.0)
Last edited at 2016/03/12 05:48:07 by s_noonan
Je ne comprends pas "L7!".

Ok, so I think I got it, you are saying that we are not hip and are a couple of squares, is that it daddy-o? I would think that a square would be made like this "[ ]" or "◘" or "■" or □.
Last edited at 2016/03/12 11:11:13 by s_noonan
I made this scene quite a while ago, but my recollection is that I probably auto-generated the code using a vba macro in Excel. The reason it is in a script is because Algobox didn't want to accept a scene with so many objects.
430, 3400
Nice work. This scene is so much better than mine that it's almost emberassing.:tup: :tup:
Thanks guys.
Run it at 1200 Hz and 10X simulation speed and it will draw even faster.
Nice work coding. I assume you made or used a png with transparent background. I'm not sure how to make a transparent background yet. Good presentation of mirror reflection.:tup: :tup:
Last edited at 2016/03/25 00:36:13 by s_noonan
Looks good to me. :tup: :tup: What's up with the down rating?
Nice work so far.:tup:
Xray,

Thanks for the correction. Regarding "Algodoo does it automatically", Algodoo does what automatically? Does it make a transparent background? Regarding "You just need to have a png... that you (the user) defines as transparent.", can I do this in Algodoo or do I need another application. I mentioned that "I'm not sure how to make a transparent background yet." Well, I tried Algodoo, MS Paint, and Photoscape, and I still don't know how to make a png with a transparent background. Am I missing something obvious?

P.S. I just made a transparent background png using lunapic and it was quick and easy.
Last edited at 2016/03/25 00:57:36 by s_noonan
How to make an image with transparent background and inset it into Algodoo:

1. Go to LunaPic, a free online photo editor.
2. Use LunaPic "Browse" to load a local file or "Open from URL" to load an internet image.
3. Go to LunaPic>Edit>Transparent and then click on the background to make the background transparent.
4. Go to LunaPic>File>Save Image and save the image to your local drive as a GIF or PNG.
5. Open Algodoo.
6. Open File Explorer and navigate to the file saved in step 4.
7. Drag the image file into Algodoo. The image is automatically trimmed and displays on a polygon.
8. Click Algodoo>Undo. The image is now displayed with transparent background on a box.
Last edited at 2016/03/25 12:07:50 by s_noonan
I checked out Create class - type objects, but how you come up with this stuff is still beyond me._o_
I'm glad you brought that up. I'm not sure how to fix it. I've noticed that if you bring the wagon front wheel to the base of the inclined plane and start pulling, no amount of amplification will work. It only works if you give the wagon a running start. I think that what might be happening is that the inclined plane causes a step change in the wagon velocity which requires infinite acceleration (or change in velocity times sim.frequency in Algodoo). I'm interested in anybody's thoughts on what's going on or how to fix it.
Thanks for the ideas. I changed the hingeConstant from "NaN" t0 1000 on the load sensor hinge and that seemed to help (especially at the transition from flat to ramp). I also did some smoothing of the motor torque.
Thanks for the comments.

Q: Do you know why the texture property on springs just crashes algodoo?
A: No, but I did try changing the texture and verified that it does indeed crash Algodoo.
Well, since you said that, I went back to NaN because a hingeConstant of 1000000 was too springy.
Last edited at 2016/03/25 22:10:13 by s_noonan
Regarding "the first most detailed and realistic and the most precision vernier scale on Algodoo", this may be the most detailed and precision vernier, but it is not the most accurate because the vernier scales are not made correctly and the caliper measurements do not match Algodoo's.

Here are some suggestions:

1. Disable clouds.
2. Disable gravity.
3. Correct vernier scales.
4. Glue long scale to background.
5. Move thrusters from long scale to slider.
6. Trim the jaws so that they are parallel.
7. Scale the entire caliper so that the metric scale is related to the Algodoo scale by some integer (1 Algodoo meter = 10 caliper mm, for example).
8. Scale the English scale so that 25.4 mm = 1 inch.
9. Glue any loose graduations caused by scaling.
10. Remove thrusters and add drive wheel.

I did the steps listed above to your scene. I can post it as a response scene if OK with you.
danielreynard,

I don't see a response, so I'll post a response. Please let me know if it's OK or if you would like me to remove it.
Nice work.
Remove Vernier Caliper Mod ?

Note that in metric, 100 vernier units = 99 main scale units, and in English 25 vernier units = 24 main scale units.
Last edited at 2016/03/27 15:57:19 by s_noonan
This is just plain awesome. :tup: :tup:
Now that's a unique and creative way to look for food. I'm impressed that this is all mechanical. At first I thought the lasers found the food until I read the description. Nice work.:tup: :tup:
Fixed.
I see your flogistonator gain needs to be turned down a little.
Last edited at 2016/03/31 09:56:13 by s_noonan
Nice work.:tup: :tup:
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