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It's a 4 stroke with same cam direction than the flywheel, that reduces cam speed and makes the gears more stable. I tried smoke in many ways, but it's hard af making smoke in the Z axis (the dual exhausts are pointing backwards like on any plane engine)
I wouldn't call that a motor, though it seems to generate a little bit of power. The power generated is so small that it isn't enough to make it accelerate, but it would do for a very nice flywheel storage as it won't lose much energy
I did my best on it. Now it has white smoke and calculates everything on the wheel (there's no need for a transmission axle)
I have an even easier solution for this: increase the chain's density to 60
That spring looks very good as a thread! Do you know why the texture property on springs just crashes algodoo? I was thinking that springs could make very good 3d scenes and whatnot if the textured spring feature could work
Very simple scene, yet very tidy and good looking :tup:
Why don't you make it proper, with the little circle that attaches the bullet to the spring and the killer at the tip of the barrel?
That's exactly what I was going to say. See this
The vernier scale has 49 units of length from 0 to 10 on the metric part
not forever, put the speed graph and crank the simulation speed up to 10x
Dan1lo can you speak english?
You need Thyme for that; you should see the script menu of the objects in this scene. Press Ctrl+A and you'll see everything, then you can open each thing's script menu
NOW it's the best caliper in Algodoo

I remember my first time using one of these, it was a vertical one. We had to make a 105mm height riveting hammer, by hand (hacksaw and file), and when I finished it I realized it actually had 100,5 mm :lol:
It works, though
That's a sum: the 0 marks the .1 increments and the vernier scale marks the .01 increments. It's really hard to explain by text x)
You high?
That's just a damn plot with everything ticked on
Pretty good approach, but I think it's still biased by 2 things: momentum and sim frequency

If you made each of those gears into circles and made a script that made each ball get vel [0,0] and pos right upon the circle (To align the balls so that Algodoo actually does this randomly) and cranking the simulation frequency up to 120 or 200 Hz, there might be different results here

That wouldn't be very easy to do, but I might try something, i dunno
You've not been the first lmao, i did that ~3 years ago on some cars
I've got 2 made 2 years ago, but I abandoned the idea because it has too much damping

Ford T at page 3, bottom
Mercedes C111 at page 4 (It has double axles and a spring, to help with damping being too much)
Oh gowd why can't you edit your previous comment instead of posting 4 more?
why didn't you add a scripted spring, like on every other scene here?
nopes
The amount of feks I give is staggeringly small

in other words, nope, no one will care about your whining. IF you've been banned it was beacuse you went over stupid, and if you report a scene, remember that the moderators are on our side (electronicboy found something in the rules that would potentially stop you damn kids)

When you report any scene, that report goes to a moderator. If it's a text scene, remember that they're allowed now, so they can't get it off algobox (-If you post a spam SCENE, I WILL REPORT IT!)
Comments and downrating are expressions of our hate for you and your kind (marble racers) and so there's nothing wrong unless you start cykablyating or whatever.

The spam is actually yours. deal with it
wat
Mechanical keyboard keys, they're quite expensive but very comfortable. normal keyboard keys have a membrane that the key squishes, but these type of keys have mechanical ways to do the same stuff
I'm not seeing any green
also you shouldn't use so much movement there, and the bolt should lock better than that
you gotta correct a lot of things

First don't use so much mass on the pistons, use 2-5 kg. otherwise you'll have vibration and the spin up time will be too much
For the flywheel use 20 kg or less, anything that would prevent stalls will work but 40 kg is too much
For the rods, make each of them weight more than 0.5 kg. 1 kg for each should be fine. Try with density 100 for them, that gives like 0.9 kg

Get rid of all restitution on the engine

Make the pistons reciprocate a little bit less and put them closer to the flywheel (get the rods to have 3/4 the height they had, so the engine is smaller)

Get rid of those hinges that connect the cylinder with the back of the engine (the 4 hinges) and use a fixate. never use axles as fixjoints. it's just nonsense and that will get you a lot more stability

And for God's sake use 200 Hz or less! Better weak than 1200Hz

If you do all that then use 6000 N/m and damping -1 on the springs and it will work perfectly
Another thing: use 10 kg for every gear and get rid of the restitution, also make the back wheel heavier so it doesn't dig into the ground
I can't complain on these types of scenes, but still, there are some things i'd like to tell you

First, if you use constant radius on the balls and
timetolive := 1.0 / (scene.my.rad ^ 0.75)
instead of 0.7 on the power part, then you can get 60 rad/s constant without any knocking or whatever else

Another thing is that you've got a really big typo on the green spawner circle:

poststep := (e)=>{
radius > scene.my.radius ? {
radius = sce(ne.my.radius);
poststep = (e)=>{}
} : {
radius = radius + 0.005
}
};

That radius = sce(ne.my.radius) obvoiusly won't do anything. You should use this script in onSpawn instead of postStep:

radius= {scene.my.radius}

And nothing more, as the scrpit is executed only once

Still the engine is nice
I haven't even seen the scene but I can help you with the a-z thing, just tell me if you got Skype or anything and I can tell you how to script one with 2 circles

Also, you can make an engine have realistic curves if you make the density of the spawned balls variable. that will make this engine a lil bit weaker (you would get the peak power lower if you did that) but you'd get what you want


Oh whatever i've just downloaded it, I dunno why but i like it a lot!
Some tweaks on the gearbox (a.k.a redesigning it completely) and maybe rescripting the engine to something easier (Vaidas is not so good at scripting lmao) and you're good to go
The engine has braked axles ==> no go. even if you use +inf torque they're gonna slip and your timing will go to hell and beyond. you have to use bend for those things but i don't feel like explaining right now :P

Good build. i won't expect fully textured cars from your first scenes but you could try someday!
Last edited at 2016/04/08 23:21:12 by The Linkage
6000 Hz are you mad?

If you make things heavier they'll have way better collisions. for example a 1 kg object will be much better at collisions than a 0.00001 kg one, and you can see for yourself if you take a box and a circle and try to drag the circle inside the box, the 0.00001 kg one will vibrate and enter while the other one will be a lot stronger. that's Algodoo, nothing to do about it

So instead of using 6000 Hz use 200 Hz and make everything that collides much heavier
This gun BEGS for 120 Hz
It's good though. nice idea
I just came here to say that. this is BS as you just put a motor axle
I also tried this on the suzuki. didn't go as planned, simtime-wise
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