Statement: I'm looking for an internal c-gear profile that has as much contact as possible with any tooth count.
Response: I don't believe this is possible since a design that is optimal for one internal/external gear combination does not apply if the spur gear tooth count is changed.
I like your solution for the hybrid gear. The approach you used never crossed my mind.
The Linkage,
S: C-gears always changed the tooth size, so it's basically broken.
R: I assume you are talking about internal C-gears. You could make custom internal/external C-gear combinations, but that would take some effort. Internal spur gears are now broken in your latest modification to GearMaker beta1.
Q: The new scene.my's are getPhaseAngle and a modified drawExtGear, right?
A: Yes.
Q: Also, what's the difference between reflection.executecode() and eval()?
A: I don't know.
Nice work but "Value in red box is weight of your object" is not true. The weight of the object in this case is 98 N. I think the 9.8 is the acceleration due to gravity.
I had already checked out your Avro Lancaster, because I know you make good scenes, but I typically don't check out, comment, or rate, gun and war machinery scenes. This is mainly due to the USA's aggressive military stance with respect to the rest of the world. At any rate, I found your scene technically excellent and had no problem flying and landing the plane along with operating all of the controls.
Q: Did you intend it to work that way?
A: Yes, since I saw that behavior and didn't fix it, but it's not right, so I fixed it. Thanks for bringing it up.
Q: Do you happen to know of any other file read/write functions besides system.readWholeFile() and system.writeToFile()?
A: No, those are the only two I could find.
I get 60% of 100 particles at 60 Hz and 100% of 100 particles at 120 Hz. My best guess is that there is a limit of one water particle collision per tick per object.
Ideas:
1. Use blue circles. Delete using scene.removeEntity(e.other).
2. If you get 47% particles, the divide count by 0.47 or increment counter by 2.128.
3. Use a funnel and water wheel to slow down the water.
4. Use air friction to slow down the water.
5. Change the water pattern for better counting.
6. Reset Algodoo since higher sim.frequency improves water counting for me in this scene.
7. Use multiple water counters and add them up.
8. Count water when you make it. Erase all water some time later or at fixed intervals.
Why is it important to count the water just before you kill it? Are you trying to determine how much water is in the scene at any one time? In that case you can use sim.particleCount. Also, number of particles killed = Number of particles made - sim.particleCount.