Many of the clamped objects are lacking textures. You may see them on your PC but we can't see them on ours. The textures need to be showing at the time the scene is saved in order to show in the scene. Save a copy of the textured objects off to the side before saving the scene. The objects do not need to be full size.
Thanks for the reminder how cool this linkage is. I just removed one motor which doubled it's travel and made it more accurate (apparently the two motors were fighting each other).
I added more detail to the scene. The screw has friction under the head and in the thread. The head friction and thread friction are at different radii. Greater friction deceases the efficiency and tension of the screw.
Nice improvement. I didn't know gifs supported transparency. That makes it easy. Just find a transparent animated gif and extract the images. My only recommendation would be to use a higher resolution animated gif next time.
P.S. If you ever need to convert a png to a transparent png, I find that Windows Paint 3D works well when you use the Magic Select tool.
I suspect that the smaller screws have a similar load distribution since their nuts are proportionally smaller. I'm not sure how well this scene "works" for screws, since the load distribution does not match the image. It could be that Algodoo is exact and the image is all wrong.
Thanks. My initial intention was to create a hull generator that would create a hull out of any number or type of objects by using the Quick Hull method. I couldn't get it to work, so I did this scene instead. Your scene started the whole hull quest.
I initially had to look it up also. My understanding is that a bolt passes through something, acts like a pin, and uses a nut. A screw screws into something that's not a nut. I'm not sure that's exactly it, but most likely close enough. Maybe the scene should have be labeled Bolt and Nut Thread Force, but I think Screw Thread is the general term.
Regarding "I replaced all instances if i5 with i50", the lowest row (pos(1) = -2.5) of (9) boxes each have "scene.my.i5 = (2 * colorHSVA(2)) - 1" in postStep. Those (9) boxes set scene.my.i5 = 0.2 since colorHSVA = [174.62317, 0.0, 0.6, 1.0].
No, I won't be modifying this scene. It's much easier to just complain. I don't know how you sleep at night knowing that your clock is that far off.
Here's the exact speeds in radians/second:
second hand: 2*math.pi/60
minute hand: 2*math.pi/3600
hour hand: 2*math.pi/(12*3600)
The tricky thing about clocks is to get each hand directly over each other while still being connected to the face plate. I propose that you stack the hands on top of each other so it's face plate|hour|minute|second hand order. In that case the speeds (rad/sec) would be:
second hand: 2*math.pi/60 - 2*math.pi/3600 - 2*math.pi/(12*3600)
minute hand: 2*math.pi/3600 - 2*math.pi/(12*3600)
hour hand: 2*math.pi/(12*3600)
It looks like bounce is the biggest factor, followed by sim.frequency, and then friction. Since you solved the puzzle, I will rate the scene of your choice a 10. Thanks.