This was a test exercise on Physics like 2 years ago... suffice it to say the maximum mark someone got was 7. it's really simple after a little practice though
The ignition got messed up. it happens sometimes, right now there is no fix for that besides reloading the scene or doing it manually (rotating the gear by hand)
Because 1. you're not generating any kind of energy (put the simulation in 10x and look how it decreases over time) and 2. it's not really possible in real life, at least from a theoretical point of view. Also if you found a way to make a real source of energy in Algodoo it would not be replicable in real life since Algodoo is very unrealistic
The hammer keeps the slide jammed when it is in the back position. The piece that collides with the hammer has to be longer.
The whole gun has to have 0 friction, select everything and change friction to 0
The bolt should collide with the blue part of the rounds' shells, NOT the cyan part. Also you can use the cyan part as the one that gets killed, since you will not have to stack the empty shells (you don't need them to collide with each other).
The magazine's springs have to have much less constant but much more length
INH, think about the full scale... it idles at 200 RPM and has a maximum of 1200 RPM. If it had lower RPM it would stall since it idles with balls of density 1000
And it's a 4 stroke on top of all that, jeez
Whoa, that fire looks really good. I think you could try better flowing lava by testing some lasers with a small amount of refraction (to simulate the behavior of the real thing) that slowly increase in fadeDist, so that they look like flowing lava.
That can either be awesome or a disaster
Doesn't work, the code is missing from the springs.
-You didn't declare any variable. In order to make this work you have to press F10, which will bring down the console. Then write down each variable with its initial value and hit return/enter like:
scene.my.spring1 = 0.1
then hit return
scene.my.spring2=0
then hit return
then press F10
After that fix the code that went missing on the springs and you'll be good to go
Always use the grid, and get rid of the friction on things. also put the simulation frequency on 240 Hz. And on pieces that have to do a lot of force without going into other things, put the density of them much higher, like 50 or 100
I have a bunch of criticism, hopefully whatever you'll do next will be better with this:
Your car is huge, measures like 12 meters long... Use 5 meters next time, it will work much better, here it looks like you're driving on Mars
Use 120 Hz, otherwise physics are much worse and stuff bugs. Go to Settings, then Simulation, and there'll be a slider over there
Use more friction on the wheels, it is uncapable of ascending a 15ยบ slope on RWD...
If you're gonna cut the body into a bunch of pieces to make it crashable, then simply don't even do it crashable. Crashable cars are much harder to make, they involve having a lot of pieces that can bend into each other since the exterior is made of thin iron.
The back wheel slips a lot when accelerating, and it spins like heck. You have to be superhuman to do that. Add more friction and reduce the speed and torque.
The back wheel is clearly untethered to the pedals. add a visual part like a chain made from a polygon that looks like a chain, and at least use a stretched axle to connect the pedals to the wheel (If you can use internal gears to connect it, the pedals should spin in the same direction and go 1.5 or 2 times slower than the wheel)
And the mobility thing is really awkward
because we want to start from 0 and add new mods that keep the forum organized (there aren't many mods on the algodoo forum) Also we can administer the forum as we like, for example I want to add a "Tools" board where people can upload their own tool scenes like C-Gear generators, chain generators, scripts and useful phunlets
Also, if you ever feel like it, please upload the scenes that you think are your best, so that we can have some over there. I'll do that later.
I'll compare negative adhesion to lambda linkages on pistons, see which is best... If adhesion works somewhat equally then it'll be better just because of simplicity
A little note about the "semi-realisticness": The cylinders and pistons are huge on purpose. I never liked the usual radials that look like a central tube with 5 little cylinders protruding from the sides, so this is purely a design made to look good. It might be possible to make an engine like this in real life though
Thanks!
I have to admit, I whipped up this thing in ~3 days mostly to mention Algoboards since we've been putting it together for a long time. Every time I feel bored and don't know what scene to do, I make a radial... not sure what's wrong with me
Xray, there are categories. The point of having a dedicated marble race board is for us never to open it and live with our Technical board and the Tools board. The only big problem I've found is that the maximum attachment is 1 MB, so we'll probably have to rely on other upload services (I thought, why not upload here from the integrated browser with a simple description and send the link there, making a nicer description with BBcode and all). But what differs from Algobox is the organized nature of a forum; here we wanted to make a totally separated part for marble races and that kinda stuff, but Algoryx seemingly didn't want to...
-forgot to make the "tools" board I'll make it right now
- Hopefully it'll be a long way until we get to the 200 MB mark, and I assume it'll be enough for ~500 scenes since not too many people will upload heavy scenes. And those who do heavy scenes will have to rely on external services. I think that using Algobox for this matter, then getting the link and putting it on the forum is a good idea, since you can make a simple description and upload it from Algodoo's internal browser itself then use the link as if it was Dropbox