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it doesn't work. it only rises because the lower geometries are colliding with the down front part of the wing which results in an impulse upwards.

if you turn up the frequency you can see that the wing doesn't move at all because the impulse from the lower geometries is cleared by the impulse from the upper geometries. this doesn't happen with a frequency of 100Hz because there are too little calculation steps.
type in "=" instead of ":=" for your scripting things. ":=" is the declaring sign.
oh and btw. it works with angles over 90° you just have to adjust the collideset of the blue bar. it's colliding with the boxes or something.
Last edited at 2009/12/31 14:15:19 by KarateBrot
this contest was active 4 months ago:huh:
In Phun you easily can make "perpetuum mobiles" but to be strict this is no Perpetuum Mobile.
"It seems like the wing may just be pushed up by several circles that bounce on the base of the moving construction"

yeah that's what i wanted to say^^
this is a very cool idea:tup:
that's no anti gravity
it's a bit unstable
there's no hydraulic. there are just two springs
it doesn't work for me:/
it uses attraction and not gravity so what's wrong with it?
you first have to learn how to use custom variables in algodoo before you can program this robot. until now it only works on your computer.
until it is corrected i don't rate because this would be unfair because you didn't know that;)
there are bigger stars out therer against what lbv 1806-20 is only a small dot, too.
cool. it has got a very smooth thrust!
first try 152:lol:
it's a bit laggy. you could improve the code to make it easier for the cpu. try to work with less if structures
btw atomic bombs don't explode on the ground (excepting it is a test). they explode hundred to thousands of meters above their target dependent from their strength. the effect is bigger then because the shockwave is much stronger on the ground.
@RA2lover

it would cause a smaller burning rate because there's so much fuel which is blocking the laser if it's parallel
Good for the beginning!
A better and dynamic method would be to measure and to sum up the absoulte change in stroke (position 2 - position 1) at every simulation step. With this method you will get (nearly) absolutely accurate values.
it's interesting that the scale seems to grow exponential or quadratic.
It only damages nothing if it's heavy enough. Light objects get blown away.
wow the stabilization force is extremely high
you want someone to build such a complex thing and the reward is only a simple name entry in the finished scene?
Last edited at 2010/01/31 22:06:19 by KarateBrot
Thanks^^ But I'm not thaaaat good to be the master here:yum: There are way greater scenes out there on algobox.
Yeah you can use it. That's no problem. But it's not phunlet safe so you can only have one thruster in your scene. If you need more PM me on the forums.

And make sure you typed in the variables into the console:
scene.my.unitvector := (v) => { v / (v(0)^2 + v(1)^2)^0.5 }
scene.my.pos := [0,0]
scene.my.time := 0.0
scene.my.v := [0,0]
Yeah, I know how to make phunlets with scripting but thanks anyway:)
Last edited at 2010/02/02 18:00:51 by KarateBrot
1)
Yeah I can do that later on. For now it's just very basic.

2)
RA2lover is right. It's just so that you can see the yellow circles:lol:

3)
I don't want it to make a killer because I have to make the whole environment immortal if there would be anything else in the scene.

Thanks for your advice.
Das Ding hat aber einen ziemlich krassen Luftwiderstand
looks like you got a bug in your scene. the variables in the scripting line don't get saved. try to rebuild your scene and maybe then it works. but it's a known bug that sometimes some scripting things don't get saved.
awesome
You don't need shapes or something else. You just need gravity and a slow lightspeed.
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