Browse Search Popular Register Upload Rules User list Login:
Search:
When I start Algodoo, nothing happens. Is it supposed to sink when started? :s
Same as your other scene.... Nothing happens when started.
Interesting gage. :tup:

I know that this is from your constant force generator scene, and I have a couple of suggestions:

1. What units is the readout showing? I suggest that you show the units text next to the numbers so that users have a better understanding of what this gage is measuring.

2. IMHO, it's never a good idea to burden users with changing Thyme variables, etc. Many people do not have a clue how to do that. I suggest that you add sliders or adjustment knobs to allow users to conveniently make changes to various parameters.

This could be a good teaching tool for a classroom! :tup:
Last edited at 2013/07/31 02:06:17 by Xray
Believe it or not AIR FRICTION has a major effect on how this device operates! When I turn off the air friction, I can no longer get a stable reading, because the mechanism wants to oscillate. When I make the air friction much stronger, then it takes much longer to get a reading because the mechanism responds much more slowly.

STRANGE! :s
Last edited at 2013/07/31 02:28:01 by Xray
Too much LAG from all that water!
Why not update to the latest version? It's FREE!

Good tutorial! :tup:
Last edited at 2013/07/31 04:21:10 by Xray
You are welcome! :tup:
When I start Algodoo, nothing happens! What is this scene supposed to do? Are there any control keys that users should know about?

Thanks
No, I did not see your comment in your Powerball scene. Sorry, I didn't know your computer did not have proper shaders version.

By the way, instead of using MaterialName you can make up your own label if you want to. For example, you can add _GeomID = "" and then in each geometry you can put names like: _GeomID = "Box" or _GeomID = "LargeTriangle" or GeomID = "This_Is_An_Example_123" or whatever you want! :tup:

Then in script, you can test for the proper name, such as:
_GeomID == "LargeTriangle" ? {}:{} (just make certain to place the underscore "_" before each new label. If you do not, then Algodoo will not save it!
Oh okay, now it makes sense why that's happening. :blush:
Wow! Excellent job on such a complex mechanism! :tup:

My only suggestion would be to allow for a little more spacing between the letters.

Except for that minor detail, this is a great scene. I give it a 9 rating.
How does the game work? You give no instructions. :s
Nice looking bike! Good job! :tup:
Very simple, but surprising how it lifts the water! Very unique. :tup:

Just curious, did you discover this movement accidentally, or did you initially design it that way to lift water using the movement of collisions between the geometries?
Doesn't work. Nothing happens when I press Enter.
Doesn't seem to work. Not spawning water when pistons are at TDC.
Why do you think your scene is so amazing?:s
This idea has already been done on real guitars that have a floating wammy bar. Springs are used to keep the bar in a central position until the player flexes the bar which shortens and lengthens the strings (and springs). I happen to have such a device on my Fender Stratocaster.
Okay, so I deleted the piece that says "food". When I press Enter (you didn't say to "press and HOLD" the Enter key) the food (ball) floats up to the gripper, but then when I release the Enter key, it drops back down again. I don't understand what comes next because you give no instructions or explanation. Sorry, but no one can read your mind! :s
The gear is turning, just VERY slowly.
You should explain the control keys. Don't assume everyone knows how to control your scene.

Once I figured out how to move the bike (with A and D keys), I noticed that it moves very sluggishly, so you maybe want to increase the power.

When the bike gets to the top of the ramp, it flips over backward and crashes. Is that what you intended it to do?

Thanks
Just wondering, can it be made so that the gear ratio is the same forward and backward?
Nice job. Make MORE like this! :tup: :tup:
You are incredibly talented! I hope you will make more of these animations, and make some long (full-featured) ones! AWESOME! _o_
After loading this scene and reading the instructions, I have only one thing to say about it.......
HUH? :s
Last edited at 2013/08/04 18:03:46 by Xray
lucnan - The emoticons are located under the text box where you write your comments. Put your mouse curser in your comments at a location where you want to place an emoticon, and then click on the one that you want. As soon as you click on it, the comment system will place a text code that defines which emoticon will be displayed. After you click on the "Add reply" button, you should see the emoticon in your posted comments.
Nice job! The scene works great and looks realistic! :tup:
¿Qué dice acerca de Facebook? Por favor, explique. Gracias.
In case you don't know, you can EDIT your comments instead of posting new comments each time. So, in other words, instead of adding the comment "enter" because you misspelled the word, you could have simply clicked on the little yellow pencil and blue paper symbol to edit your comment and correct the misspelled word.

By the way, I placed the pet box food into that container next to the pet box, and nothing happens after that! Did you forget to explain something else that users are supposed to do? :s
Last edited at 2013/08/05 21:55:06 by Xray
Holy cow... It's beginning to look like a 90-car freight train! LOL

So, I wonder if there is a theoretical max number of bikes/riders in this scheme. I'm sure that it becomes impractical over a certain number, but I wonder if there is a point where the frictional losses and other energy losses become greater than the energy output of the riders? (Maybe no one has ever bothered to calculate it! :lol: )
previous | 1 … 30 31 32 33 34 … 442 | next