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.
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
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.
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.
Thanks^^ But I'm not thaaaat good to be the master here 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]
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.