Browse Search Popular Register Upload Rules User list Login:
Search:
Good scene. I suspect you would get more hits if you reduced its size. I tried reducing the size and in a few minutes I was able to reduce the file to 1,805 kb.
Great idea and implementation. I searched and don't see any other scenes like this. I'm surprised that in 114830 scenes nobody has done this before.
Q: How did you reduce the file size that much without taking the scene to pieces and reconstructing it?
A:

1. Save file as file_01.phn.
2. Rename original .phz file as file.zip.
3. Extract images from .zip file and place in Algodoo\textures.
4. Compress images placed in Algodoo\textures. I have (4) choices; Don't Compress, Documents, Web Pages, and E-mal. I chose Documents. Compressing changed .png to .jpg.
5. Open file_01.phn in WordPad. Replace All ".png" with ".jpg".
6. Save file_01.phn.
7. Open file_01.phn in Algodoo.
8. Save file_01.phn as file_01.phz.
Q: Does it affect the quality of the scene?
A: Yes, the images degrade slightly when compressed to a smaller size. Most people would not even notice.
Q: Why not use the 15 mb your given as a limit?
A: If you save 1 minute of loading for 5000 users, then you will have saved users 83 hours. Most users would consider increased resolution not worth the increased time to load. On the other hand, eventually internet and computer speeds will get so fast that it will make little difference and the larger files will probably be preferred.
1600. Well done.:tup: :tup:
Good suggestion, but don't hold your breath.
Beautiful visually and mathematically.
Q: Was it just a coincidence?
A: Yes, since I happened to choose a radius of 1.0.

Thanks.
Last edited at 2017/05/27 11:05:34 by s_noonan
Nice work on the radial engine.

Here are my thoughts on algo.boards.net:

It looks good. Nice job setting it up.
It's kind of you to include marble racers but I doubt they will use it.
You mention a "Tools" board. I don't see it.
I think the 1 MB attachment limit is a good thing. Most scenes can be made < 1 MB. For example, all your scenes except for one scene is < 1 MB.
If I understand it correctly, there is a 200 MB attachment limit before they start charging for space. How many scenes do you think can be uploaded before they start charging you.
Making a link sounds like a good idea. If you were to link the thumbnail and scene with ProBoards BBCode like this:

[img src="http://www.algodoo.com/algobox/upload/image/158677_Semi-Realistic_5_cylinder_Radial.png" alt="Semi-Realistic 5 cylinder Radial"]

[a href="http://www.algodoo.com/algobox/download.php?id=158677"]Semi-Realistic 5 cylinder Radial[/a]

then there would be no attachments and unlimited scenes.
Last edited at 2017/05/28 12:31:00 by s_noonan
Flight's cool.:tup:
At legacyMode = 0, bendConstant = 10, motorTorque = 100, I still get a time constant of 0.05 seconds.

Q: Seems to me the most responsive value is the one that everyone would want! Thoughts?
A: I would expect a response based on τ = Iα
where
τ = torque, around a defined axis (N∙m)
I = moment of inertia (kg∙m2)
α = angular acceleration (radians/s2)

which Algodoo probably handles OK for slow responses (low torques and high moments of inertia), but it seems that 0.05 second time constant for the fast response is as fast as it gets.
If you, or somebody else, subscribes to one of your scenes, then the "Subscribers:" count on your main page increments. For a short while, I thought I had close to 1000 subscribers. Since I subscribe to all my scenes, that means that only 985 - 763 = 222 are not me. Of those 222 subscribers, I figure about 5%, or 11 users, have subscribed to my main page. I just wanted to thank those 11 users for their loyal support (if they are still around).
shorter version:

vel = (app.mousepos - pos) * 10.0

If following object:

in leader object postStep:

scene.my.pos = pos

in follower object postStep:

vel = (scene.my.pos - pos) * 10.0

If you want to select a target by hitting it with a laser:

in laser onLaserHit:

e.geom.postStep = (e)=>{scene.my.pos = pos}
Thanks. I subscribed to your scenes. Less chance I'll miss them among all the marble races.
Good idea. Done.
I don't know. Make a scene where it fails and I will check it out.
I don't understand. Something might be lost in the translation.
Thanks for the compliment. Your suggestion is good, but I don't feel like doing it. If you feel like doing it, then go ahead and we can consider it a joint effort. I think it will get more hits with a better user interface. If you do it, then be sure to enable the ratings since it will be a joint effort.
Good idea. Done.
g := entityByGeomID((readable(entity)).geom);
a := pos- e.pos;
d := math.vec.dist(pos,e.pos);
b := a / d * (d - 8);
vvhibastermin := (g.vel * a) / d;
g.vel = g.vel - b * 13 / sim.frequency

Notes:
Laser position is the same as g.pos.
vvhibastermin is a dead variable (not used anywhere).
Thanks for the feedback. The screw is the generator, so I added instructions.
Assuming inch measurement, the screw size could vary from #0-80 to 2.5-8 and the length could vary from 1/16 to 20. This is based on standard socket head screws.
Yes, but not much. If you want faster operation, then reduce the number of lasers.
Thanks for the info. I checked it out, but did not take the plunge yet. It may come in handy sometime.
Nicely done. I like the clean layout and easy use and directions.

Here are some suggestions:

1. Use the LEFT and RIGHT arrows for fine (0.001) adjustment.
2. Generate the top view of the head of the screw or don't show it in the sample.

The reason for #2 is that if the user sees a top view of the screw head he may want one and be frustrated that he would have to make his own. Since my screw generator makes the top view, I'll assume that you took it out to keep things simple.
Last edited at 2017/06/25 11:06:16 by s_noonan
Nice work. It's simple, compact, portable, and easy to use. "delete the blue axle" should be "delete the blue fix joint".:tup:
Since the water in the Algodoo scene does not wrap enough for the water to exit with a downward velocity component, then either Algodoo or the explanation of how this works in the video is wrong. For now I will believe Algodoo and assume that it is the impact of the water that keeps the ball up.
I think that the adhesion is required in order to move the ball towards the stream, but I'm not sure if there is enough adhesion to lift the ball. Here's a few theories:

1. The water ejected from the ball creates a force on the ball to move it towards the stream, which impacts it.

2. The water sticks to the ball and the energy of the water slowing down and changing direction levitates the ball and moves it towards the stream.

3. The water wraps around the ball and the reaction to the water leaving the ball levitates the ball and moves it towards the stream.

P.S. After watching the video a second time, I see that the explanation is a combination of theory #1 and #2. So now I think that the video explanation and Algodoo are correct and that my original interpretation of the video was wrong.
Last edited at 2017/06/28 23:39:19 by s_noonan
previous | 1 … 64 65 66 67 68 … 121 | next