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your springs are wrong. You have to select them and set "forceDirectSolve" to true, otherwise they'll be all flappy
they already did. There's a viscosity setting in the console lmfao
set the center axle to legacyMode 0, and also try using higher simulation frequency (via the settings)

Also you can try disabling the speed limit by pressing F10, writing "Sim.limitAngVel = +inf" (without the "") and hitting Enter
esta muy buena, pero hay varias cosas que podes hacer para mejorar el motor y que de un poco mas de torque:
El resorte que hace de biela tendría que ser:
Constant 1e10
Damping +inf
Y en el script menu pones forceDirectSolve a true, esto ultimo es lo mas importante porque te lo hace muchisimo mejor

Despues en vez de spawnear muchos circulos a la vez, te conviene spawnear uno, con bastante densidad (podes llegar a 500 o mas, pero mientras mas uses, mas va a tirar hacia adelante) y por ejemplo podes hacer que el acelerador sea la densidad (que regule en densidad 10 o menos por ejemplo). Lo mejor es usar un circulo que colisione con el piston para spawnear porque no falla casi nunca y siempre spawnea 1 solo.
Otra cosa que podes agregar y ayuda muchisimo es hacer una forma de V invertida con dos cajas separadas (NO poligonos sino 2 rectangulos) y con la parte creciente de adentro de la V apuntando para el lado del piston, lo que hace es empujar los circulos que spawneas y asi genera mucha mas potencia
why make the scene so "serious", if your LCD is literally a box that writes to text?
that's not exactly what i meant. The cylinder lid should be much closer to the pistons, and the V shape should only have around 45º in between, not 90º as it is now.

also, try using collision to spawn balls, you should only be spawning one ball to get any meaningful and stable performance
(e)=>{
{
scene.my.a0 = true
}(?)({
color = [0, 1, 0, 1]
});
{
scene.my.a0 = false
}(?)({
color = [1, 0, 0, 1]
})
}
nope

first, to compare values you have to use ==, like "scene.my.number == 2? {}:{}"

then, if using booleans you can use "scene.my.bool == true? {}:{}" or just "scene.my.bool ? {}:{}"

Also, the {}:{} means that it will do what is specified in the first {} if the condition is true, and it will do what is specified on the second {} if it is false, so you just need to ask if scenemy.a0 is true and then you can use both {}'s for color changing

you're missing the : in between the {}'s, using a single =, and adding a } after the ?.

your code should be

(e)=>{
scene.my.a0? {color = [0, 1, 0, 1]}:{color = [1, 0, 0, 1]}
}
Last edited at 2019/10/08 04:36:20 by The Linkage
you, sir, get the grand prize. please, PLEASE for the love of all that is holy fix that killer. I just saw a ball last 4 full revolutions and am currently freaking out
Yeah, the problem was that it was so far from the center of rotation that it would miss the entire cylinder in one step, it should work better this way
well it's rather better, but they would work better if theyw ere even closer to the spawner, they just graze the circles on the bottom when the engine is running fast, and sometimes they miss

Right now it's doing 17 HP @ 750 RPM
Holy hell, that's nice.
Better hope nobody designs bridges with this :lol: i don't see any collapsed bridges disclaimer
pity you didn't make it
nice, keep on goin'
you wouldn't be able to hear much from making that csv audio, it would be just some noise for a fraction of a second. Audible sound would be alternating currents of 10 Hz to around 18 KHz

i guess you could somehow make a better air that has a kind of pressure and tries to keep the (very very light) molecules separate, obviously not at 60 Hz but much more, and then try to make it vibrate in a sine fashion or something like that
what's the point of the two weird arms on the sides? Just a spring on the interrupter thingy would do the job just fine
poops are linked together when spawning, so it doesn't work

I wonder what Xray thinks of this one?:lol:
this is actually wrong

In a 4 stroke engine, there's an explosion only every TWO revolutions of the crankshaft, not one. So you would have:
1) piston at the top, intake valve opens, exhaust closes
2) piston at the bottom, intake closes, exhaust stays closed
3) piston at the top, valves stay closed, spark plug ignites, explosion
4) piston goes to the bottom, once it reaches close to the bottom the exhaust opens
5)piston goes to the top, expels gases, when it reaches the top the exhaust closes and intake opens

Check this out for reference:
http://www.algodoo.com/al … ?id=109611
Last edited at 2019/11/22 19:02:34 by The Linkage
this also wouldn't be a 2 stroke engine, because in one of those, the valves open at the same time
Lol, Google translates "squirl" to "tourbilloner"... Sounds related

Tourbilloner Mortel
the whole car is a squishy mess because you're using legacyMode 0 and low density. Get the density much higher or try using legacyMode 1 (you'll have to cut down the axle count or you'll have an explodey car) and also get density higher.

I'm not sure if having a backplane with lots of small pieces makes any sense. In real life you won't have little steel sheet pieces flying around, you'll just get it all crumpled. I think you should make a very solid chassis made out of legacyMode 1 axles with brake, and then devise a way to add stuff above it so that a crash makes it crumple in on itself, but not break and shed pieces lol (the lights and maybe some internals would be cool looking though)
Also your B pillar is nonexistent. you should probably make both the a and b pillars so that they are much stronger to bend (using legacymode 1 of course) but then they bend
I know lol, just wanted to see if there was any translation for squirl. since, you know... that's your other username... it IS a coincidence though.

Btw, I still keep seeing your Cherry MX models going around. Saw one on Hackaday the other day, literally a screenie from algodoo :lol:
some tips:

Electric motors don't need starters, if they are well made they will start right up (timing has to be done correctly)
Braked stretched axles like the one you use for the timing will drift a little after some time, so you should use bend and disable the brake. Use:
bend = true
bendConstant = +inf
bendTarget = 2

with this, the motor will start without a starter
this scene crashes my algodoo before even starting the download lol
.
Last edited at 2019/12/10 17:58:44 by The Linkage
maybe try legacyMode 0 ropes? Usually not even changing that on premade ropes is enough, making ropes entirely manually with boxes and hinges is usually way better e.g. for tank tracks, and then changing the axles' legacyMode to 0 makes them weaker but much better in terms of flexibility.

if you try less links, handmade, you could make it have much more power
thing is, it doesn't seem to be doing any torque converter duty. the whole point of it is to leave the engine idling and disconnected until you accelerate
it would be nice if you could make it tougher by using higher densities. I wanted to test how strong it was, and a slight tug broke it

But nice scene!
We tried with algoboards (algo.boards.net), I think it is dead (and has always been dead) because there's no possibility of changing the default algodoo browser to anything else, and of course the native scene upload system is so easy to use compared to uploading to a damn forum...

In other words, we need to get a commuinty going somewhere else, and jump ship for some time, and I guess people could start going there and use it as a replacement.

Our approach to Algoboards was make an easy to use tag like in the forums, like [scene]12345[/scene] where you put the algobox id and it would link directly to the download link. sounded like the best way to upload scenes (using algobox, then writing the description elsewhere) so that we didn't kill algobox either, but I doubt it's ideal...

I bet all of us want them gone, but obviously that's not feasible. the scene groups system is cute but unless you can modify the group from the inbuilt algodoo uploader, i don't know if anyone would use it.


Last but not least: This made me think, isn't it possible to display a group dropdown right after uploading a scene from Algodoo, when the browser opens and shows your uploaded scene? Maybe a prompt there? I can see that being implemented rather easily compared to actually modifying Algodoo, which simply won't be carried out by anyone (it's been years since the last update...). just some thoughts. could you talk to someone about it?
Last edited at 2019/12/26 23:30:43 by The Linkage
i may or may not have made an entry already
Last edited at 2019/12/27 18:51:08 by The Linkage
bolt action bullpup? Sounds like a weird combination

I like weird combinations :lol:

I don't have anything to rant about, other than the 850 Hz, but that's fine...
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