Looks like "The Linkage" is actually trying to help out while I was just being a grumpy old man. At any rate, using the postStep event instead of the Update event may also work.
You theory seems sound and I see you have done your homework. FYI your scene is >99% image and <1% Algodoo. What is your secret method of creating all those stretched hinges?
P.S: I see the stretched hinges are most likely from Spongify.
P.P.S: Your chances of getting the Nobel prize are quite high (seeing that Obama got the Nobel Peace prize).
Q: Did you ever say or do something really stupid that you regret later on?
A: Yes. Usually after having a few beers.
The machine works great and I like the fact that the corrective action is done in private. One suggestion would be to discontinue your heavy drinking. The other would be to not dwell on the past and replace "if only" with "next time".
Thanks. My mother in law gave us her T20C and it's been very reliable. Making a heat engine that uses thermal expansion of metal for motion would normally be very inefficient. In this case it's a moot point since the heat is used for cooking the toast anyway.
We used a clothespin and a baseball card back in the day. Charlie had some sliding plastic beads on his spokes but I couldn't get them not to fly off in Algodoo. I got rid of the spokes when I deleted the beads.
Yes, this is interesting. Nice tutorial. I never used the sum of forces as an indicator before. Here are a couple observations that might be useful:
1. "Add center axle" always puts an axle at the object's center of mass.
2. If you hang an object on a hinge, the center of mass will be vertically below the hinge after the object stops oscillating.
3. If you hang a group of objects from a hinge, the center of mass for the group will be vertically below the hinge. You can add a vertical laser to the group, pointing down directly below the hinge. Repeat this process with the hinge in a different location. The lasers will cross at the center of gravity.
I concur. A similar way would be to show just the gravity vector, which starts at the center of gravity, then put the counterweight on the other side of the hinge on a line connecting the hinge and COG, and then fine tuning the counterweight mass and position so that the gravity vector originates from the center of the hinge.
I tried changing the zdepth and then creating and deleting another object and it didn't work. Maybe you should have tried it yourself before suggesting somebody else try it. If I'm wrong, and it does work, then please make a response scene to this one that demonstrates the effect.
Thanks Xray. I think I finally got it fixed after trying a bunch of stuff. I ended up setting Sim.directContactSolveAll = true to stop the display from jumping around so much.