lololoer - Be my guest and change it if you can make it look more realistic! I don't know everything about Algodoo and Thyme, and I am always wanting to learn from other people.
1. In the speed adjust lasers there is a variable labeled v. When I enter v into the console to see its value, it returns "undefined". How can you use a variable that's undefined?
2. What drives the input circle? It's obviously not the axle. Also, I tried to change scene.my.inputRPM to something other than 50, and it would not allow me to change it. Without digging deeper into the code could you briefly explain how the scene works, especially the code that works on the input side of the transmission?
I'm sure that you've figured out that Thyme gives you so much more "power" and capability to create interesting scenes that you would not been able to make without it.!
My suggestion for you is to read through the Thyme threads in the Algodoo forum, and also reverse-engineer other people's scenes to get an understanding of how they work. You can learn a lot from other people!
So, can a local variable be used without first defining it? I know that in order to use an underscore local variable (such as _var) you have to define it before it can be used.
lololoer - You are correct. There is very little difference between this one and my original one. In fact, I tested both designs and mine is more powerful. I used a friction brake. Basically a rectangle held against the flywheel with a spring. I started both at the highest speed and slowly reduced the speed until the engines stalled. My design continued running at a lower speed than Luezma's design. He really should try to design an engine on his own instead of copying other people's scenes.
faytree - I like Tesla too. He was the greatest inventor of electrical devices and systems who ever lived. He even far surpassed that arrogant, brutal, self-serving S.O.B., Thomas Edison.
lethalsquirl - What you said about the expanding object not touching the piston or the top of the cylinder is true at slower speeds. If you set the speed control to its highest point, and grab the flywheel with your Drag Tool, you'll be able to slowly turn the flywheel through the power stroke portion of its rotation and see that the expansion box actually does make full contact with the piston and the top of the cylinder during the entire power stroke. At slower speeds, I reduce the dwell angle during the time in which the expansion box transfers power to the piston. The result is little to no contact at those slower speeds.
Luezma - Thanks for the compliment, but PLEASE don't copy my scenes, Okay? I'm sure that you are talented enough to design your own scenes without copying others and adding your "tech" to them.
Lethalsquirl - That was a good idea that you had, and it really challenged me to get it to look and function realistically. Let me know in the future if you see any of my other scenes that could be improved with good ideas!
The scene would be more visually amazing if you could make it so that only the portion of the car that is in front of the background image becomes invisible. So, in other words, as the car enters the image from the left side, only the portion of the car that is in front of the image will be invisible, and the remainder of the car will progressively become invisible as it moves along. The opposite will happen on the other side where it exits the background image.
I didn't see the description at first, but now I realize that it shows up when you download the scene.
By the way, you did not invent the pin setter mechanism. You simply copied it from someone else's scene. Only the ball thrower is your design. You should give credit to the original designer of the pin setter mechanism so that people don't think that you designed it. The user who designed it is Super_Wario_64.
Well, I had to clean out a few cobwebs in my memory bank to find it, but if memory serves me, you find the coefficient of friction between two surfaces where one of the surfaces is a ramp, by dividing the height of the ramp by its length at the point where the object just begins to slide. So, the equation would simply be Cf = h/l. I don't know if that's how Algodoo calculates it, but that is one way to do it. Did I get this right or did I totally miss the boat again?
With liquid water, the force at hitting the ground is about 20N, but if you FREEZE the water before allowing it to fall, then the force is over 14,000N when it hits the ground! Does that make sense?
Your script is what's wrong. It states, "If 2, then make it 3" which causes the result to be 3. Then when the result changes to 3, the script states, "If 3, then make it 4", etc. So, the result jumps from 1 to 5 very quickly without pressing the appropriate key. You need to change the script so that only ONE action occurs with each key press. I won't tell you how to do it because you will learn better if you have to figure it out for yourself.
By the way, please do not use profanity in your comments or in your scenes. Thanks
MrGlinzz - I don't know how you changed the script, but when I changed from text to a numerical value, the scene works exactly like it did before. That is, it skips from 1 to 5, and from 5 to 1, which is just as I expected it to.
Here is a copy of my test script from the right arrow: