You should tweak the fuel a lot. it doesn't seem appropriate for the use you're giving it. you can also try my explosive material (I made some guns with it, and i think the demo scene is around the start of my page 2)
Turned out it was mostly lag. Algodoo behaves really strangely under 99.9% sim time (I made a logic gate kit some time ago but it only works at 100% sim time) and after a config reset I found out algodoo was running slower than normal. after that i got 80% on this scene and a few rounds later the sim got normal and extraction was good
I already rated anyways
It's not even close to a motor. select everything and plot "Energy (sum)", then put the sim in 10x. you'll see that the energy in the system slowly decreases and the object stops spinning after a while
Nitrocide who told you we can't?
First of all you had to press the Right key instead of going to the menu and adding a brake, it was already done xd, also this is fast because it's simply an axle (you can do that in less than a minute)
Second we have a right to say whatever we think about someone's scene, especially if we're gonna give feedback about the scene.
And you fail on the same part than him: your scenes are too simple, no engine, no gearboxes, no track... that's not a good scene by any standards! At least this guy is trying to change his quality...
Now some help:
-use density 50 or more for every part of the engine: this gives much better collisions. On the flywheel you might need more, so that the output is more constant
-always use 120 Hz or 200 Hz for your scenes, preferrably 120 Hz. you can change that going to Settings (the gear on the upper left corner) -> Simulation, and changing the slider. this gives even better collisions
-Use more realistic scales, that engine is 4 meters long, keep it less than 50 cm long
When you're done adjust the spring slowly until the engine blows up, then undo and adjust it below that line, and you'll have a decent engine
ONE MORE THING
use pos := pos, otherwise the balls will spawn in the position the engine was the last step, this will spawn the balls outside the engine when going fast
and if you want it faster move the rod closer to the center, so that the piston moves less
Something > 5 ? {}:{}
you have to write it like that. What you wrote was
Something > 5 {}
and algodoo doesn't know what that is, so it added some () in order to see if it could fix your code, but nope.
Always be sure that your code isn't changed too much after you finish writing it and clck somewhere else. If parentheses appear on some places your code is bad.
To separate lines of your script you have to use ; like
The {}:{} of the if statement mean that if what you're asking is true (like scene.my.rpm < 300 ?) the code on the first {} will be executed. If it isn't the code on the second one will be executed. You can leave one empty inside, but it has to be there!
Also you have to DECLARE your variables before using them, else every scene.my.thing that you wrote doesn't actually exist. Press F10 and write the names of your variables and the initial value you want them to have, like:
Scene.my.whatever = 0
Also if you write a script in the postStep of something, it will be executed no matter what, if the scene is running. so basically you're saying that scene.my.con = 13350 * scene.my.rpm, scene.my.con = 120000 and scene.my.con = 0 at the same time. You have to write that on each lasers' onLaserHit. This means that your script will be executed only when your laser hits something.
And to get scene.my.rpm, you should write scene.my.rpm = angVel * 9.54 on the postStep of the flywheel. This is because angVel is in radians per second, and 1 radian per second is 9.54 RPM
and that's why Algodoo is in this state...
Algodoo is a physics simulation program. Most of what you (maroonclan666, RAMturtle, and most kiddos of the marble race and bfdi and camp crap community) are uploading is just a bunch of marbles going down a track or even worse, those poses and BFDI crap...
And it's getting even worse. Those maps are flooding algobox and they don't even use physics at all
For some reason it has zero spread. you should attach some low density polys WITH AXLES to the tip of the barrel (you don't want the barrel sharing mass with the polys)
Pretty good anyways! I only got an issue where one of the shells didn't fire but i guess it was the firing pin
well actually it is my idea... my 4th scene in Algobox is a techdemo of this thing
But it works kinda well! You should actually try adding negative damping as a means to get more power from it, otherwise add even more constant
And goddammit why does no one here use more than 50 density
If you use 50 on the whole engine you can literally use 100 times the maximum value of your throttle, which is 1.5 * 10 ^5 (150000)
The only thing you have to do is change the legacyMode of the axle that stretcehs from 1 to 0. If you are doing a circle gear transmission you want the circles overlapped just like you have them