Your scripts are very impressive, and I occasionally learn new things from you. I don't know why I had not subscribed to you before, but this time I will! Nice work!
But there are a couple of problems:
1. After I changed the key, I was not able to CLOSE the lock.
2. Colors are not good to use for keys because some people are color blind, and some colors look very close to each other. It's difficult to see the difference between bright red and normal red, for example. It is better to use numbers and letters instead of colors for the keys.
THANKS!
EDIT: I see that you made an updated version (2.1), and it works very well!
Hi Gent - Yes, I know that the simulated spectrum doesn't look anything like the actual spectrum shown in the picture. I was not concerned with accuracy of the data because my intent was to simply show what a multichannel analyzer is, and to give a rough approximation of what a spectrum looks like on a real machine. I could have made the spectrum look more like the picture but it would have taken me many more hours of trial and error work to get it right, which I was not willing to do.
Thanks for your comment!
s_noonan - Thanks for your help. I didn't realize that lololoer's native language is not English. After I re-read my reply to him, it comes across with a slightly rude tone, but that's not how I intended it to sound. My apology to lololoer.
Your elegant scripting shows that you have experience writing software. You know how to take math equations and convert them into logical and efficient scripts. Typically only experienced software engineers (such as kilinich, s_noonan, and a few others) are able to do that. That's why I think that you have more experience writing software than you admit!
altugdelen - The insulting comment from that other user has been deleted. I also sent him a message and warned him about not making those kinds of insulting comments.
Hi Phil - Nice ng-ar! I had a problem with the select-fire switch. When I attempt to rotate it out of safe position, it seems to move out of position rather than rotate. I'm not sure if I was doing something wrong or not. It just doesn't seem right. So, just in case I'm not doing it right, could you explain what tool and settings are the best to use to change fire choices?
I'm still having a problem making that selector move. What do you have for the "strength" setting on your grab tool? Mine is currently set to 1.00 * 10^9 which is normally strong enough for most drag situations.
You say that the selector needs to be dragged, but I don't see how it can work that way. The pointer is currently pointing to Safe, so in order to make it point to Semi or Burst, you would need to Rotate it, not Drag it. So, what am I missing?
lololer - We earn the equivalent of $10,000 Euros per month. We also have free use of the company jet airplane and the company boat. We get free meals, and every year Algoryx (the company that developed Algodoo) gives our families a free trip around the world with all expenses paid.
Just kidding!
It is completely voluntary. We Admins get paid nothing at all. I do it because I like Algodoo very much, and I want to be a part of making Algobox a quality website that everyone can enjoy. I hope that answers your question. (Sorry about the joke! )
What's the trick to loading the magazine? When I grab it, it kind of floats around like a helium balloon and it wants to rotate, making it very awkward to load. How do you do it?
That's a lot of fumbling around for the user. It would be much better if you can make the scene so that a user doesn't have to switch around different tool parameters.(not everyone is a talented and coordinated as I am. ) I'm not sure if you can do that without any Thyme script, but maybe you can. As it currently is, it's just too awkward to load, select, and shoot without problems. Maybe it's just me, so I hope others will chime in and comment about their own experiences.
s_noonan - You are in the wrong business. Maybe your future should be in writing song lyrics. Thanks for the compliment.
lololoer - If you would like to improve it, please be my guest. Make any changes that you want, and upload the changed scene. I want to see what you can do with it! I added code to remove the toolbars while the sim is running. After you stop the simulation, you should be able to click on the geometries.
Yes, Algodoo is a physics sandbox, and I play in the sand every day because I like it so much! The developer (Emil formerly from Algoryx) developed the Thyme scripting language to enhance how the simulations work, and it gives users who want to learn it an use it, much more power to do things that otherwise would be difficult or impossible to do without it. My personal background happens to be software engineering, and so Thyme scripting comes fairly easily to me. When I try to create purely mechanical scenes (like yours), they turn out to be less than desirable. I am good with scripting, and terrible with mechanics, and that's why most of my scenes are 90 percent scripted.
I'm not suggesting that your scene is not well made (in fact, it IS!), and I'm sure that most of the problems that I have with it are simply because I'm not very talented making mechanical scenes work the way there were intended to. That's why I was hoping for other users to chime in to give their experiences.
In your "...tutorial 2: interrupter" scene, you use the shift key to rotate the selector. Maybe something like that would be a good way to handle the selector on your NG-AR1? The selector positions could be selected via the number keys, etc. Just a suggestion.
Okay, I'm done rambling. You have a good scene here, and I'm sure most of the problems I'm having are just ME.
buildman - I am not the only person who answers questions. There are other knowledgeable people on Algobox who could answer your questions if they want to and if they have time. Also, keep in mind that although I am an Admin, I do not look at every scene and answer every question. That's not my job. I will answer questions as I have time to, and only if I have an answer.
Smartass - I did open the file, but no it was not obvious. It might be obvious to you because you are the one who made the scene.
Okay, so I clicked on the box below the small circle and I changed the collision level. The engine didn't shake as badly. I think you have conflicting collisions between the different geometries. When two geometries that have the same collision levels are touching each other, they become very unstable. That might be what's happening here. I'm no expert with spring engines, and so hopefully someone else will chime in and give you some assistance.