Gent - Yes, I noticed that too. But I was thinking that maybe he was not able to move the tracks for some reason. Maybe the engine got water in it and wouldn't start, or maybe too much mud and water got into the gearbox or control linkages, etc. If I were the guy's boss, I would ask for a damned good explanation as to why he didn't apply power to the tracks when the excavator was pulling him out, and if his reason sounded lame, then I would fire him.
Well, it does work now, but I'm not sure if it's working correctly. When I select a particular joint to move, it moves as expected, but it doesn't "unselect". So, when I select other joints, then they all seem to move together, and it's confusing as to what keys move what joints.
I learned a long time ago that whenever I upload a scene, I always immediately download it to make sure that it works as expected. There have been times when a scene would work on my computer, but would not work correctly when others download it. Usually that has something to do with sim.time, but now always.
It all seems to work now, but there are a few picky things that are not correct (IMHO). They are:
1. When the excavator is selected, the A & D keys control its movement along the road. But when the truck is selected, now different keys (left & right arrow keys) control the truck's movement along the road. I believe that you should keep the keys consistent with their type of control function.
2. At first it was not clear to me what part of the vehicle needed to be clicked when selecting it. It's natural to want to click in the middle of a large feature, such as the cab or the body. But since your "simplified" version of the excavator and truck were made with drawn lines, I soon realized that I had to click on the drawn lines in order for the selection to be made. It might be good to add hidden circles or boxes on each vehicle as click targets.
Concerning your comment about 150 people downloading a non-working scene, that is a common condition across the board. That is, people either don't want to get involved, or they are afraid to speak up when they see something that isn't right, or they are just plain too lazy to take the time to say anything. I'm totally the opposite. I'm usually the first person to speak up when I see something that I feel is not right, whether in Algodoo or in real life.
I don't blame you at all for not wanting to modify or add things to an existing scene. There's a point that you reach when you just need to say, "Enough is enough!".
So, did you work as an engineer for either a keyboard manufacturer or a switch manufacturer? If not, then how did you get into drawing sketches of keyboard switches?
I noticed that only the bottom two switches employ the snap-action mechanism which gives the contacts some hysteresis, which (I believe) is more desirable in most applications.
I own a 1911 in the original .45 ACP, and of all the guns I own, this one is my favorite. It's too large and heavy to conceal/carry, but it's a great target pistol. I've never seen a 1911 in any other caliber besides .45, but I suppose they are out there.
The bottom two switches have that extra block that snap down independent of the button that gets pushed. That's what gives these the "click" sound, which not only gives tactile feedback, but it also provides hysteresis for the contacts. Without hysteresis, you can slowly press down on the button, and when the contacts are right at the point of making contact, you can stop pressing the button and hold the contact in a position where it is barely making contact. That poor contact can lead to arcing and/or a noisy signal getting to the electronic circuit. With hysteresis, You cannot hold the contacts in a position where they are barely making contact because the mechanism will SNAP the contacts closed and open. Search on "hysteresis" pertaining to electrical contacts and it might become clear if my explanation was confusing or not very helpful.
Oh, sure... I can see where keys without hysteresis are more desirable for gamers for the reasons you mentioned.
I do not currently own a mechanical keyboard but I surely have used them over the years. Before those cheap membrane switches came out, all keyboards either had mechanical switches, or they used magnetic reed switches. There are a few other exotic technologies that have been used for keyboard switches in special applications, but they aren't used commercially because of cost or complexity. I have been in electronics during all of my life (except when I was in diapers) and so I have seen many different types of switches for keyboards and for many other purposes. I'm not an expert, but I do consider it a fascinating subject!
Setting timeToLive to zero is different from "killing". When one geometry is set as a killer, it can, through a collision, kill other geometries that are not immortal. But when a geometry sets the timeToLive of another geometry (such as through onCollide), it is not "killing' the geometry, but rather it is forcing the other geometry to kill itself (sort of like forcing another person to commit suicide). That's why the scripted block in your scene appears to be killing the other immortal block that it collides with. You can do the same thing by setting the other geometry's density to zero.
That's a cool mini-gun! It even looks like the barrels are rotating while firing it. Nice job!
I'm going to pass on the contest only because I am not very good at making skins for guns (or for anything else for that matter! ). If I need a skin for something, I'll search on Google Images, and I'll almost always find what I'm looking for. Yes, I know that's the lazy way, but when you're not very artistic (like me) that's how I have to do it.
Get a forum account. Otherwise you can make comments in scenes such as this one, but not many people will read it. And concerning suggestions, Algoryx (the company that produced Algodoo) is no longer supporting the product. So, making suggestions will fall on deaf ears.
Suggestion: Occasionally, the Algdoo GUI will pop up tool bars when clicking on objects in a scene. Add this code to "upadate" in any one geometry, and that will fix the problem: app.gui.playMode = sim.running
In case you didn't know (but I'm sure you did) update executes code even when sim is not running.
Try this and I think you will like it. I use it in nearly every scene that I make which requires clicking on items in the scene. It also prevents accidental moving of item if the user happens to have the move tool selected. This will force the grab tool.