Just FYI I deleted some comments that user rjoseph left here and on some other scenes, and I sent him a warning. For whatever reason he would write "THIS SCENE DOES NOT ALLOW COMMENTS". I warned him if he continues with that behavior he will be banned from Algobox.
The one noticeable thing that's different between your ship and the real Titanic is that the real Titanic had only four smoke stacks (not seven). But because your ship is called "Rainbowtanic" you can make it any way you want to!
I believe the difference in the spring constants between the two assemblies is due to the fact that the spring on the right assembly is attached at the midpoint of the blue arm, but the rope on the left assembly makes contact at a tangent point on the green pulley that is the radius distance of the green pulley away from the center point of its blue arm. Maybe that difference is enough to require a different spring constant.(?)
Well then, instead of starting your comment with "Dude..." start it with the user's name who you are addressing like this: "@UnityDogGaming04..." That's especially important if other people are leaving comments under the same scene.
I concur. And I came to that conclusion experimentally by adjusting the friction of the various components that interact with each other and observing the results.
Thanks. It wasn't intended to be hard to play because I designed it for younger kids who are starting to learn about our physical world (ropes and pulleys, and things like that).
s_noonan -- Sometimes I do that to your code too (when I can understand it). That kind of brain exercise is supposed to help to keep us old guys from getting senile. I just hope it works.
In case you didn't know this, you can right click on any circle to show the Edit menu, then hover your cursor over "Appearance" which will then show the Appearance panel. At the bottom of that panel, left click on "Generate geometry from texture". The circle will then become the shape of the texture! Try it...
Your elliptical pulley is quite interesting. Do you know of any real life garage doors that use that technique? I've owned a lot of garage doors in my life and most of the newer ones used a large dual coil torsion spring that counterbalances both left and right sides of the door. Older doors made before the 1960's typically used two long extension springs. One on each side of the door and attached to a crank arm.
The scene is interesting and very well made. My only suggestion would be to make it move faster, if possible. It's really very slow.
If you decide to add some safety features to this, I have a few suggestions.
These are features that my current garage door has:
1. Up and down motor torque limiters.
2. Up and down end-of-travel limit switches.
3. Electric eye prevents people or animals from getting crushed when closing (I think you already implemented that on this scene).
4. A small hand-held remote control.
5. A remote digital keypad outside the garage allows entry when a 4-digit code is entered.
6. A light automatically turns on when the door is activated, and it has a delay of 3 or 4 minutes before it turns off.
7. There is a mechanical lock (I think it's called a vacation lock) that prevents the garage from opening. It is simply a metal jam bolt mounted on the door that engages a hole in the track which prevents the door from opening remotely or manually.
ezpz -- I understand the concept of the winding number algorithm, but I don't understand how that slowly rotating blue circle is used in this scene. Please explain.
Also, I noticed that when I hover my cursor over the polygon in the lower-right section of that group of various polygons, the polygon turns green when my cursor enters that cut-out section where it isn't touching any part of the polygon. It that working correctly or is that a software bug?
Somewhere in my scene archives I have a scene that user kilinich created that explains how to detect all of the surfaces on different types of polygons. If I find it I'll point you to it. I think you will find it to be very useful.
There's a link in the scene description to the Algodoo forum where kilinich describes it and answers a few questions. You might get your questions answered there. He hasn't been here on Algobox for a long time and I don't know if he will ever be back. I do not understand it well enough to explain it to you, but I would bet that user s_noonan understands it. He's even smarter than I am (if you can believe it). So, if you ask him nicely he might help you to figure it out. Just leave a comment on any of his recent scenes and he will probably get back to you soon.