Pistons

Suggest changes and improvements to Algodoo.

Re: Pistons

Postby Chronos » Mon Aug 15, 2011 6:56 pm

Or you could just not suck at making pistons.
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Re: Pistons

Postby Dare » Wed Aug 17, 2011 1:28 pm

This has been suggested so many times, it's starting to get boring. make your own damn pistons, it literallytakes 5 seconds. I'm not even exaggerating.


electronicboy wrote:i mean, before we had thrusters, people created ones using thyme! which are alot more intresting than some lame texture....


Well this is different from adding a piston tool. Before the Thruster tool, it took highly complex scripting that usually involved cpu-eating spawners. The Thruster tool is definitely a great addition to Algodoo. Pistons on the other hand, can be built without any complex scripting or cpu-eating. A piston tool would be beyond stupid. Besides, a tool would probably use a set size and shape. if you build them yourself, you can make them exactly how you want. Add springs, hinges, etc.
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Re: Pistons

Postby TC42 » Wed Aug 17, 2011 9:22 pm

I disagree about the thrusters... scene.addcircle is hardly advanced thyme, and none of my thrusters ate my resources unless I screwed up somewhere. Pistons take more advanced thyme than thrusters. I still oppose both.
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Re: Pistons

Postby Someone Else » Fri Aug 19, 2011 12:20 am

I suppose I also sort of support Ivan's suggestion about adding Bend to Line Endpoints...

But, gotta say, I also want all the options in my other post. Maybe they would all appear with a piston option for springs?
You could achieve "no spring element" by setting constant to zero and use damping for the "motor strength". Autobrake would still be necessary, though.
Perhaps bendConstant would be by default set to a big number.
There would still need to be a few more length variables, as I already described. And these would be set-able via dragging parts of the spring with the Scale tool.

And let's not turn this harmless little thread into a flame war, please.
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Re: Pistons

Postby GODBISSET » Sat Aug 20, 2011 9:45 pm

personally, i would love this, it would make piston making: quicker, more reliable, easily changeable, lots of options and more. And for the people who say its lazy, what stopping you from making yours?
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Re: Pistons

Postby Chronos » Sat Aug 20, 2011 9:48 pm

It's not that it's stopping us, it's adding more useless things that you can already make, increasing the size of Algodoo, the time it takes to fix bugs, the time it takes to update, how long it'll take to add them in, plus, it'll be letting all the lazy people have their way.
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Re: Pistons

Postby TC42 » Sat Aug 20, 2011 10:01 pm

The thing that's stopping me is that I have no need for a piston right now. I really don't need pistons all that often. I think it would be more important to have a legacymode for boxes that allows you to use the old solver for geoms, because for some projects (such as my recent bow & arrow scene) the older behavior is better. Sure, if we had pistons I could use one to solve this, but it is much better to have a simple change than adding a whole new tool. A simple change such as letting us be able to change the XY coords of a geom with thyme would enable us to make decent pistons, and would probably be less of a problem for the devs.

And Chronos does have a point- Even if this were added, we would have to wait for Algodoo v3 or at least v2.5, due to the time it would take for bug reports, ect.
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Re: Pistons

Postby The Linkage » Fri Aug 26, 2011 9:19 pm

Well I can wait :lol:
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