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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.
Nicely done. Works flawlessly. Easy to use.:tup: :tup:
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).
Last edited at 2016/11/18 10:34:58 by s_noonan
Thanks. Your secret is safe with me (and nobody else reads these comments anyway).
Nice work. I like the symmetry and reliability.
Thanks Ravenplucker.
I should have given credit for getting the info at Chebyshev's Lambda Mechanism.
Looks and works good.

Another way to code this would be to put the following in the box:

scene.my.waterpos = pos;

And the following in the balls:

v := pos - scene.my.waterpos;
v(0) > -1.0 && v(0) < 1.0 && v(1) > -1.0 && v(1) < 1.0 ? {
vel(1) >= 0 ? {vel = [0, 0.25]} : {vel = [0, -0.25]}
} : {
vel(1) >= 0 ? {vel = [0, 0.5]} : {vel = [0, -0.5]}
}
Last edited at 2016/12/01 00:17:40 by s_noonan
I tried:

edgeBlur = (scene.my.shadowR - scene.my.r) / scene.my.r;
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".
Last edited at 2016/12/02 09:51:47 by s_noonan
Well done. Nice presentation, fun to play, easy to use, directions in scene, works flawlessly, and tight code. All for only 375.43 (kB).:tup: :tup:
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.
OK. Thanks.
faytree,
I see you found ET mode.
Last edited at 2016/12/24 17:38:26 by s_noonan
Xray,

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, more like Mary Poppins mode. I stabilize the bike when lifting, otherwise it sometimes spins around uncontrollably.

P.s.: I guess I like ET mode better.
Last edited at 2016/12/24 18:04:39 by s_noonan
You are right. I got rid of the CPU.
Awesome._o_
rangycrow,

I'm impressed by your memory.
Last edited at 2017/01/07 10:25:01 by s_noonan
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.
Nice work. :tup:
The Linkage,

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,

You're right, we did this before, but I forgot. I will remove the scene if you prefer (or if I decide to do it anyway).

The Linkage,

You might not have noticed the "!Change" in the title which means "NOT Change".
Nice work. Easy to use. :tup:
Xray,

I agree with everything you mentioned and appreciate your feedback. I'm not sure yet if and what I will fix.

Pootis-Man,

Yes.
Xray,

Good idea. Thanks.

SkylanderSam06,

Sorry about that. The scene has been updated and will fix it.
Last edited at 2017/01/13 10:58:28 by s_noonan
This is not an easy puzzle. I was blown away by how long it took me to figure it out.

P.S. I did not see AMROfficalLime's comment before figuring it out and it did take me a long time.
Last edited at 2017/01/14 09:23:54 by s_noonan
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.
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