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Variable Thruster Tail Length

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screenshot of the scene

Author: Xray

Group: Default

Filesize: 242.29 kB

Date added: 2014-02-07

Rating: 5.6

Downloads: 803

Views: 371

Comments: 15

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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I recall someone commenting that they wished the thruster tail changed length based on its force value. This scene is one possible way that it can be done using a lot of lasers (36).
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holy ...
i dont say bad words :angel:
Aln_ - I'm glad that you don't say bad words on Algobox because it could get you banned! Anyhow, what is your comment about? Do you like my scene or hate it?:huh:
now that's a workaround (and that was me who requested it)!! :lol: _o_

you've just ignited my thought and I realized there's even better way, though! just use a single one, make it big enough, hide it behind thruster and then set setLaserBodyAttrib = false to hide the lazer's pseudo-geometry (or set the opacity to 0)

and with sine modulation by sim.tick it looks like real vibrating jet flame:tup:
Last edited at 2014/02/07 23:04:16 by ukuru.gejacoya
If you have a better idea, then please go ahead and make a scene of it! I would definitely like to see it. :D

EDIT: I just now saw your modified thrusters on your Flight Controller PID scene. It looks great!
Last edited at 2014/02/07 23:00:42 by Xray
thanks, updated my PID flyer to use such (credit given:) ), but only the version with fixed thruster: I can't come up with a way to properly align rotating thruster with rotating laser - their rotation points don't coincide. if only laser could be attached to the thruster itself. or if its relPoint attribute could be edited. (I tried setting readable(scene.entitybyID(#)).relPoint=[0,0] but it won't work). as a workaround I currently see fixing them both to an invisibe parent box, maybe..
Last edited at 2014/02/07 23:07:52 by ukuru.gejacoya
Could you please explain how math.log works please? :s

thanks.
It can be done with only one laser by changing app.laserFuzziness to 0. But it would stick in the settings
lololoer -- math.log returns the natural log (base e) of the argument.
math.log10 returns the log (base 10) of the argument.
Where can I find how is math.log function's code, just to try to learn how to make a function like it.
The function is intrinsic to Algodoo and so I don't believe that there is any way to see how it was coded. Why do you want to make another log function when it already exists?
I want to learn it's thyme scripting methods to maybe make another function or just declaring a variable :drool: :drool: :lol:
Last edited at 2014/02/10 16:06:30 by lololoer
I think that the code could be seen on any of the archives that Agodoo has but not at all.
I actually have seen a lot of different thyme script methods and codes , math.functions, functions, that I had never seen, so I learnt something of Algodoo's archives.
Last edited at 2014/02/10 16:11:22 by lololoer
lololoer, Algodoo is not yet open source
it was pretty cool
sorry, i saw now your comment
Aln_ - Thanks!