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I agree with your analysis and suggestion but that doesn't mean I will do anything about it anytime soon. This opens the door for anyone to make a tutorial scene as a response to this scene. A good tutorial scene may get more hits than this one.
Nice work. I wonder how many of the younger Algodooers will recognize that satellite.
5,212,177
Q: Could you make it grow and shrink?
A: Yes, but if I did, I would like to do it accurately. If the user's eye was at the pendulum attachment point when the camera zoom is 1.0, then the growth at the end of the swing compared to the center of swing would only be 5%. I would also need to reverse the growth calculation, based on ball position and zoom, at loading or startup, in order to determine the weight of the ball. That's a fair amount of effort for a small effect. I could hard code the weight of the ball, but that would eliminate any effect of density change.
Last edited at 2022/03/20 09:56:39 by s_noonan
Thanks. It was quite an effort. 340 custom lines of code in the "Engage" button alone and 1320 custom lines of code altogether. I did it mainly as a math exercise since I had tangent circles on the brain and couldn't find an algorithm for making a tangent circle to 3 polygons on line.
Thyme Command/Variables List
Thyme Tutorial - With explanations at every step
Array Functions

array = array ++ [addedPoint]

Also, the "for" function has an upper limit to "n". It might be 64. Look up xfor in the forum.
Last edited at 2022/03/22 08:44:18 by s_noonan
Works well. W could be a toggle.
Q: The XOR gate has strange flickering behavior?
A: That's because you are not pressing the A and D keys at exactly the same time. To check, set both inputs to the same key and you won't see any flickering.
Last edited at 2022/03/27 12:19:51 by s_noonan
I see what you are saying and cannot come up with a better story than you.
In green box onKey:
keys.isDown("w") ? {
scene.my.springLength == 1.2 ? {
scene.my.springLength = 0.5
} : {
scene.my.springLength = 1.2
}
} : {}

in black circles' postStep:
scene.my.springLength == 0.5 ? {
collideSet = 1;
color = [0, 0, 0, 1]
} : {
collideSet = 0;
color = [0, 0, 0, 0.5]
}

in spring postStep:
length = scene.my.springLength
Last edited at 2022/03/28 10:01:45 by s_noonan
Noted. Thanks. For now a user can use the drag tool to move the extra disc to another column.
Thanks.
Xray,

Thanks for the link, I have that book and have been reading through it. "Fundamentals of Design" by Alexander Slocum is a wealth of practical information regarding mechanical design. I encourage any Agodooers interested in mechanical design to read the book. There is also Excel spreadsheets that go along with the book. Algodoo can model many of the concepts in the spreadsheets.

WezorX,

See Cantilever Beam, Large Deflection. See comment in original scene where you asked this question to see text on how to add torque load to motor.
Last edited at 2022/04/03 20:18:31 by s_noonan
Create box.
Connect box to background using (2) hinges.
Attach circle with hinge to box.
Move circle away from box creating a stretched axle.
Attach a second circle with hinge to the box.
Setup one hinge as a motor and the other as a brake.
Move the first circle directly over the second circle. You should end up with (2) circles connected to the box.
Connect both circles together.
If the brake torque is less than the motor torque then the circle will rotate.
I know. I thought he was asking a general question, so I answered the question above, then I noticed the same comment in "Motor Power" and I answered the question differently in that scene. That's why I said "See comment in original scene..." in the comment above.
Nice work.:tup:
Thanks.
Nice work. You can add your youtube video to the description. Instructions are at Help. This scene introduces a lot of stuff I didn't know. I appreciate you taking the time to make the scene and video to share your knowledge.
I see what you did and believe it to comply with the rules, so I admit defeat. Good work.:tup:
Nice work.:tup: Feel free to use AlgoGUI or Design Time GUI.
Since the green circles are part of the car, I don't think that matters.

P.S. I changed my mind. Since the springs are power sources, I don't think they comply with the rules.
Last edited at 2022/04/10 11:15:05 by s_noonan
Well :tup: done.
Yes.
Nice work.:tup:
Well done.:tup:

P.S. I rated both because I didn't want Jeff to be jealous of Gordon.
Last edited at 2022/04/21 21:15:57 by s_noonan
Well done.:tup:
Last edited at 2022/04/23 13:15:49 by s_noonan
I am unfamiliar with any traditional stepper homing procedure, so I just made it the way I thought it should be. Every time the homing switch changes state, the motor reverses direction and the step size is cut in half. The motor stops after the step size is below a specified precision.

Q: Do you know of any actual real world equipment that uses the homing procedure in your scene?
A: Yes, and it's smoother than this scene depicts.

Q: Why the saw-tooth motion while approaching the Home sensor?
A: Because I wanted the move increment to be smaller than the light blocker flag, because the motor acceleration is limited to a set value, and because I designed it as a home sensor initially and added limit functionality later.

Looks like the "traditional" stepper homing procedure is faster. I may try that.
Thanks for the comments, suggestions, and info.
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