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You can click on hyperlinks. Clicking on "Gears" will show a bunch of scenes related to gears.
You can use Forum > User Control Panel > Private Messages utility. If I don't respond within a day or two, then you can remind me by commenting on this scene.
Q: I need that track will bend easily, but will be strong enough to be powered by sprocket with teeth, what is the correct settings (hinges, segments)?
A: I know that it's not easy making strong tracks, and that there are some tricks that you can use, but i don't recall them exactly. You may be able to increase the strength by playing with "allowDirectSolve", "legacyMode", and "density".

Regarding the track texture, it was your Bulldozer scene that inspred the track texture. Regarding using material velocity and and a texture, I did that on my Excavator II scene.

I like the track in the present scene better because I think it looks better and is easier to implement. You can borrow anything from any of my scenes.
Last edited at 2018/01/01 20:22:41 by s_noonan
I added sound to the copy of this scene on my hard drive. It works well because the launch and explosion sounds are in sync with the fireworks. It uses the firework sound clip from here. It also uses AlgoSound which I developed. If you decide not to try AlgoSound, that's OK, because I don't think anybody else has tried it yet. If you do try it, and happen to run into any problems, then I should be able to help you work them out.
JakubKubo,

Q: Can you make and engine with real sounds?
A: No. I looked into it, but could not find an easy way to do it.

Regarding "I already tried to use this but it was too bad", my program works in a similar fashion, except it re-uses the files that describe what sounds to play as opposed to deleting the files after use.

At any rate, it probably wouldn't be worth the trouble trying out my program, since the other program was slow on your PC.

pipin,

Thanks for trying out the program and responding.
Nice work.:tup:
DrBalk,

Thanks for trying it out and the feedback. Your comments will help others that wish to try it out. Search on Algobox for Tags named "AlgoSound" to find other scenes with AlgoSound. If you make any scenes with sound, then add the AlgoSound tag and provide a link to any new sounds.
Fully tested. Works well.:tup:
This scene is awesome. The velociraptor has some good moves. I added f66fec_Velociraptor_Roaring_Sound_Effect to the scene on my PC by using AlgoSound.
Q: Can it be added so it goes off when you do the "Roar" in the scene?
A: Yes, I did this by adding 'scene.my.playSound("Velociraptor_Roaring.mp3", 0);' to the roar circle onCollide event (I had renamed "f66fec_Velociraptor_Roaring_Sound_Effect.mp3" to "Velociraptor_Roaring.mp3").

I also had to add the scene.my.playSound function to the scene by running the following in the Algodoo console:

scene.my.playSound := (sParams, chan)=>{
sXFile := "snd" + chan + ".txt";
system.ReadWholeFile(sXFile) == ";" ? {
System.WriteToFile(sXFile, sParams)
} : {}
}

and add "Velociraptor_Roaring.mp3" to the Algodoo/Sounds folder.
Last edited at 2018/01/04 08:02:54 by s_noonan
I just noticed your post on the forum regarding AlgoSound and answered your questions. I think you got everything right except for the location of the files.

In short, everything goes in the Algodoo/sounds directory, but you do not need to reference the directory when calling the sound from Algodoo.

I added the following to box.onCollide:

scene.my.playSound("Fireworks.mp3", 0);
for(2, (i)=>{...

See it here:
Fireworks
Last edited at 2018/01/06 00:08:27 by s_noonan
See roaring velociraptor here:

Raptor
Thanks for trying it out. I made an installation video for AlgoSound in case you want to try it out. See How to Install AlgoSound. It works the same way as this text to speech scene except that there is more code in the .vbs file.
wild bill,

Regarding "I added a surprise", the texture is missing form that polygon because the image was not visible when the scene was saved. Make another copy of the polygon where the image is visible (you can shrink it and put it behind another object) before saving the scene.
Last edited at 2018/01/07 12:22:05 by s_noonan
Nice work. That's another loooooong crane. It doesn't take too much work to get the ball really swinging. It makes me wonder what the most efficient way to get the ball to swing is.:tup:
Regarding "jacks up the arms for whatever reason", I think the reason for this is that a number of circle onCollide events set the same spring's length and there is no guarantee which event will take precedence. I don't know how Algodoo sets the order of events. Also, I'm not sure about this, but the onCollision event may fire multiple times after the toggle bar comes to rest on the circle.

Keyed Toggle Switch may help remedy the situation.

P.S. No, that will not work. You need a Keyed Momentary On Switch.
Last edited at 2018/01/09 01:02:38 by s_noonan
The scene works better, but it is still problematic, and will be until you fix the root problem. Randy is in pretty good shape. He's just doing what he is asked to do. The problem is that there are multiple onCollide events controlling each spring and there is nothing to ensure the order of events. The way I see it, the system is over-constrained, since the software has two things telling one thing what to do.
Delete the box at [-422.44543, 6.9613986] to make Randy's hands more reliable.
Last edited at 2018/01/20 21:09:40 by s_noonan
Turn off controller.

Replace

keys.isdown("up") ? {
keys.isdown("down") ? {
keys.isdown("left") ? {
keys.isdown("right") ? {} : {}
} : {
vel = [0, 0]
}
} : {
vel = [0, 0]
}
} : {
vel = [0, 0]
};

with

keys.isdown("up") ? {
vel = [0.0, 10.0]
} : {};
keys.isdown("down") ? {
vel = [0.0, -10.0]
} : {};
keys.isdown("left") ? {
vel = [-10.0, 0.0]
} : {};
keys.isdown("right") ? {
vel = [10.0, 0.0]
} : {};
keys.isdown("up") || keys.isdown("down") || keys.isdown("left") || keys.isdown("right") ? {} : {
vel = [0, 0]
};
math.vec.len(vel) < 0.2 ? {
collideSet = 2
} : {
collideSet = 3
};
Xray,

Q: Please explain how this is any better (it certainly is more complex) than just using keysIsDown() by itself in each of the three control boxes?
A: Benefits:

1. It can display the name of the function of the switch (for example, like "roar" in wild bill's raptor scene).
2. It displays the key that is used to do the function.
3. It displays the state of the switch.
4. It separates the states from the control logic. You can put code in the states without regard or caring about the logic.
5. It initiates state1 once, preventing multiple restarts of state1 even though the key is held down.
6. It sets the state to zero in a short time window after release of the key. This prevents constant resetting of the zero state and allows the state of the item being controlled to be set by the last key pressed.

If your point is that everything can be put into the keysIsDown() structure, then I agree with you. If you think that the logic structure can be simplified, then please show me how.

Kilinich,

The problem I have with

onKey := (e)=>{
keys.isDown(_key) ? {
_state1()
} : {
_state0()
}
};

is that _state1() will happen when the specific _key is pressed, but _state0() will happen when any keyboard key is released. This means that all the _state0()s will fire within the time of 1/sim.frequency in whatever order Algodoo decides. Please correct me if I am wrong.

And another thing, if you use the onKey event, and you are not in Algodoo play-mode, and you press a key that is also a short cut key, then the onKey event doesn't see the first press of your key. This doesn't happen when you put the code in the postStep event.
Last edited at 2018/01/10 01:47:08 by s_noonan
I'm impressed. That's a lot of functionality with just a little code.:tup:
Actually, yours works better. Your Key input detector has more functionality with less code. I made multiple copies of the Key input detector and assigned different keys. They all worked independently. I tried a counter test to make sure the _up and _down only fire once per key press and I couldn't get it to screw up. Nice work.:tup:

P.S. I liked your code so much, I revised my scene using your code.
Last edited at 2018/01/11 10:26:27 by s_noonan
[2,8,8,5,6,6,8,6,6,8,6]
No.
Q: Is there a way how to lock shortcut key? so it will work always like in play-mode.
A: Yes, put key control code in the update event.
Like this.
The power calculation is wrong. Power in Watts = torque in Nm times angular velocity in rad/sec. Power in Hp = Power in Watts divided by 746. My best guess is that you intend to show the power in Watts and you are off by a factor of 100.
Random Notes(many of which you may already know):

1. I was the first to rate this scene but did not comment.
2. If you click the "Subscribe" link above the rating bar on this page, then you will automatically get notified when somebody comments your scene.
3. Clicking the "Subscribe" link also increments your subscriber count, so don't get too excited if the count goes way up.
4. You can add YouTube videos to your scene description. Click on the "Help" link to the left of the "Add reply" button on this page for more details.
5. You can unzip a .phz scene to see textures and code.
6. You can save a scene as .phn and modify the code with a text editor.
7. You can copy an object from an Algodoo scene, paste it in a text editor, modify the text, copy it, and then paste it back into the scene.
8. I made a comment to your Visual torque curve scene.
9. I use ShareX for screen recording to create YouTube videos.
10. I've read your comments on my youtube videos.
Last edited at 2018/01/20 11:18:19 by s_noonan
As far as I know, you can't spawn hinges without spawning the connected geometries at the same time. Kilinich probably knows more about this than I do.
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