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not working. the transmission seems to be malformed and is fighting with something else
cool car. although I disagree with the "real" part for one reason: you're missing the little brats fighting in the back seat
I tried playing this and true-to-form I fumbled most the tokens onto the floor, and half of them went under the machine. in your next scene could you add like a broom or something so I can recover them?
I think only Thyme scripting can fix this problem. what I'd do is have the the scoops with one collision (A) layer, and the gears and trough on a second collision layer (C), with the balls on collision layers A and C. in the script for the gears and trough, make the collision layer for the balls set to C only so the balls no longer collide with the scoops.
because going from 0 to 0 is 61 increments, not the intuitive 60
further explanation: 1 to 60 is 60, thus 0 to 59 is 60, but you want it to go 0 to 60, therefore you need 61 rpm.
http://www.algodoo.com/algobox/details.php?id=60119 here's my version of the scene. I modified the catcher to handle the balls better, and added a couple of gears to deal more effectively with the higher volume of balls.
Zaroba: the problem that the scene Eduardo has is the balls enter the center of the scoop wheel, and from there have no way out without passing the scoops again. the scene I made has the the two rear gears change the collsion layer of the ball on collide, so the balls no longer collide with the scoops, passing through them to the rear. I could easily set a laser so that it would reset the collision layers of the balls so they could be recycled through the machine, but that wasn't part of the request
just an aside, the red pieces are structural supports and connectors, if you wanted to use this in your own build, they are the things that need attachment to the build
nice job, but on my first batch, the machine missed the 3rd bottle, and the fourth bottle jammed at the filler. great concept but could use a little ironing, I'd be willing to invest in this product:D
very nice method indeed, I like the reversing mechanism used, very realistic
just a thought but instead of using the collideset as the clutch, use an axel as the clutch, and adjust the amount of torque between the flywheel and the transmission. and connect the crankarm to the flywheel, not to the transmission gear

to be clear:
pink gear and blue gear are always on same collision set
new axel between pink gear and orange flywheel is the clutch - remove pink gear/orange flywheel fixate
orange flywheel is axeled to green frame
yellow crank arm is axeled to orange flywheel
this is an awesome steam engine. 15 out of 10 stars
I got a 224 with the 500 kg load
score 1 for having a bad attitude.:tdown:
and just for the record, if you pull the trigger before releasing the safety, and then you release the safety, the gun fires. I'm pretty sure that's a malfunction not related to a computer's processing capabilities:huh:

edit: also, the slide doesn't lock back when the last round has fired
Last edited at 2012/01/25 00:19:24 by jon_joy_1999
the tracks have a nasty habit of breaking under normal operations
I wanted to use lasers just to be different:)
95sec=1.5 minutes
cpu: (x64) Intel(R) Core(TM) i7-2630QM CPU @ 2.00GHz - 1.2059v at 2594.19MHz (99.78 x 26.00) 129.7095% Temperature: CPU 0: Core 0 - 73C (20% load), Core 1 - 73C (17% load), Core 2 - 70C (16% load), Core 3 - 71C (9% load)
Algodoo 2.0.2 b8
not off a flash drive
(158sec=2.63 minutes, not 1.63 minutes)
that's 1.58 minutes, just to be clear
the scene works passingly. the seconds hand skips frequently, and the minute hand seems to move faster than 1/60 RPM, however I'm going to have to give you a zero for being against change by adding the quit to the laser pen
my initial thought was because the downward ramp was steeper than the upward ramp, giving more energy to the ball than was removed (which still is correct) however if I rotate the device -5 degrees (so it is horizontal), and apply a 5 m/s impulse to the two balls, the blue ball still travels the same distance faster than the green ball, great find, Noonan:D, I will do further research on this
anyone up for a game of caravan conkers
uh oh, health and safety has arrived
*puts on goggles*
there go, now I feel perfectly happy about being hit in the face with a caravan
@Fruitmonger: you say tomato, I say potato ^^
the #1 damper absorbs the most energy, and thus is the most effective damper. #2 absorbs the least amount of energy, and thus is the least effective. I suspect that the multi-piece barrier of #3 contributes to its higher effectiveness than #2, due to friction rubbing of the separate pieces during collision
thrusters;)
I've got 2.0.2 b15 and the engine will seize and won't restart if I hit the ground hard. I've put it into neutral, turned the ignition off, and tried "push" starting it, and the yellow dots that seize the engine don't disappear
Kilinich, took me half a day, but my first successful run scored 95.92:D
thanks:D
it's all mechanical and collision layer. The mechanics are invisible just to keep things clean. For the horizontal traversals, the two opposite halves are connected by a link, with stops in the middle, and on the left side, and a spring on the right. For the vertical, there is a trigger arm on the track segment above the intersection which links to the long arm, and pulls the long arm up when the vehicle depresses the trigger arm. when going the opposite way, the long arm is pushed up, and depresses the trigger arm itself, allowing the vehicle to pass the trigger arm
did you try running it around the other way?:D
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