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Good job, MacIsBack! :tup:
Good idea, s_noonan. Software always wins out over hardware, doesn't it? :x
You're welcome.
That guy from YouTube???? :s There are a MILLION guys on YouTube! :lol:
Someone should figure out how to design a series of one-way valves which would allow flood water to inflate the Aquadam, and then close before the water can drain out. That would obviate the need to fill the bladders with water in order to make them effective against flood water.
darkphenix - Yes, I recall reading about Tesla's one-way valve some time ago. It's not a perfect check-valve because it does allow water to flow with reduced velocity in the opposite direction which would probably be okay for this application. When the flood water recedes, the Aquadam will automatically deflate over time which is exactly what you would want it to do!
Huh? :s It works for everyone else!
jon_joy_1999 - I'm not quite sure what you are talking about because this scene does not allow the user to pour a partial amount and then stop at will. A transfer will stop when either one of two conditions is met: 1. The container supplying gasoline gets emptied, or 2. The container receiving gasoline gets filled. There are no other possibilities without hacking the code or manually starting/stopping the scene. I made it so that only integer amounts of gasoline get transferred each time.
Last edited at 2017/09/12 20:49:31 by Xray
War Games - Thanks for your comments. The scripts that make this scene work are fairly complex and were developed by user s_noonan. You can see the hidden control panel by zooming out some and then select a large area just to the left of the dancers. You will see a hidden box which covers the control panel. Just left click on that box and delete it (do not select it by dragging the selected area because you will accidentally delete the control panel!). Just click on the box and then delete it. You should then see instructions for recording and playing back movements of the puppets. I used this scene from another similar scene that I uploaded some time ago.
I agree. I should have used the word "sometimes" instead of "always". As you can tell, I was trying to be funny, but it didn't work! )|(
s_noonan - You got THAT right! :tup:

abcd123 - "Green and bone man"??? That's funny! :lol:
What these kids don't understand is, it's not the quantity of scenes that's important. It's the QUALITY of the scenes. A thousand garbage scenes are not as valuable or as impressive as 10 high quality scenes. Most of those colorful stick man scenes that we typically see posted by children, took all of five minutes for them to make. Many high quality scenes often take many days or weeks to design, build, test, and debug in order to make them awesome.
Last edited at 2017/09/14 01:43:14 by Xray
s_noonan - The scene works exactly as I designed it. But if you can improve how it functions (and I'm sure that you can) please go ahead and upload an improved version of it.

Wait.... I just realized that the scene could be used in a way that I hadn't designed it. While a transfer is taking place, the user could click on a different arrow which will stop the transfer and start a different transfer while the original transfer continues! By doing that, you could actually generate additional gasoline like magic! Too bad we can't do that in reality. :lol:
Last edited at 2017/09/14 01:58:42 by Xray
Sounds interesting. You go first.
ommon2 - As I mentioned before in the scene description and in the comments, user s_noonan designed most of the software that animates the puppets. He used the built-in programming language known as Thyme scripting. When a person has a good understanding of how the scripting works, and also has a good understanding of math and physics, he/she can do some truly amazing things with it. It gives a person much more "power" and flexibility that he/she would not have with just the standard Algodoo physics tools.
Wow, you sure do come up with some great ideas. :tup:
Oh, OK, very few words, but you're welcome I guess.:|
Your rain machine needs to be adjusted. It produces too much rain, too fast.:o
Interesting mechanism, and the scene was nicely done.:tup:

Please give an example of a real-world application.
postStep = (e)=>{
vel(1) < -0.5 ? {
vel = [vel(0), -0.5]
} : {
vel(1) > 0.5 ? {
vel = [vel(0), 0.5]
} : {}
}
}

Explanation -- Velocity is an array composed of two elements: An X velocity and a Y velocity. Each element defines the speed and the direction of the object. For example, vel = [5.0, -7.0] means move the object to the RIGHT at 5.0 meters per second, and move it DOWN at 7.0 meters per second. The resulting trajectory will be a blend of both the X and the Y velocities (a sloping line in this example).

In the script shown above, this is what it does:

Is the object Y velocity moving down faster than 0.5 M/S? If it is, then force the Y velocity to be -0.5 M/S. Leave the X velocity as it was. If not, then is the object Y velocity moving UP faster than 0.5 M/S? If it is, then force the Y velocity to be 0.5 M/S. Again, leave the X velocity as it was.

Hope this helps!
Last edited at 2017/09/17 17:00:00 by Xray
Yes, the X velocity is vel(0) and the Y velocity is vel(1). Just do the same thing for X as I showed you for Y, but you have to test their current velocities individually. As far as I know, there is no easier way to do it.
Why would you want to change vel(0) to vel(1)? I don't know what that would do, if anything that makes any sense.

But, I'll tell you what I will do for you. I will create and post a scene which drops a box that has a script which limits the Y velocity. That way you could take a look at the script to see what I did. I title it "for AveragePerson". I'll try to get it posted within a couple of hours from now. First I have to feed my dog, and my wife is yelling, I mean asking me to feed her dog. :lol:
You're welcome! :tup:
AveragePerson - I'm glad that I was able to teach you how to script velocities. Now you have a new tool that you can use in many other scenes! :tup:
Um... this is not a servo. It is just a simple gearbox. A servo, in addition to the drive motor, also has velocity and/or position feedback transducers so that the controller can accurately control the load's velocity and/or position.

What is a Servo?
Last edited at 2017/09/18 18:11:00 by Xray
Um.... this doesn't do anything at all! When I run the scene, nothing happens.

How is it a "machine" if it just sits there and doesn't move? :s
Thanks, pipin, but I want to hear it from thomasSteve83. He knows exactly how his scene is supposed to work, but he did not provide any instructions. As far as I know, there isn't anyone here on Algobox who could read his mind! :lol:
I think you have a screw loose. :bonk:
pipin - Did you ask Server-man for permission to use his realistic human in your scene? That's what you are supposed to do before copying and posting another person's work.
Okay, at least you did some research in an attempt to determine if he is still active. Many people copy other people's stuff and then write in the scene description: "Credit to whoever made this" or some stupid thing like that. I've posted many messages over the past couple of years explaining that "Giving credit" is not the same as Asking Permission! You have to first ask if it's Okay to use another person's scenes or parts of their scenes, and only after you get permission to use their stuff you can then post "Credit to whoever". If the person is no longer active (like in this case) then you can go ahead and copy their stuff, but if that inactive person should later become active again, and ask that you remove the stuff that you copied, then you will have to remove it.

You did the right thing in this case! :tup:
Last edited at 2017/09/19 16:53:34 by Xray
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