Leaking hydraulics
7 posts • Page 1 of 1
Leaking hydraulics
Hi All
I'm really new to this. Not much came up with a search. What's the best way of creating a hydraulic cylinder that does not leak?
Algodoo is a blast!
Thanks for any and all help.
I'm really new to this. Not much came up with a search. What's the best way of creating a hydraulic cylinder that does not leak?
Algodoo is a blast!
Thanks for any and all help.
- Gary_P
- Posts: 7
- Joined: Thu Aug 25, 2011 1:31 am
- Location: NJ - (Sorry)
Re: Leaking hydraulics
The best way to do it would probably be to make the walls really thick.
If you want to do a piston, add a layer that covers the existing piston walls entirely and also extends beyond them on the inside AND only collides with water. This way, there's no microscopic space between the piston and piston walls that the water can force apart.
I did this on the second water-powered car I made in Phun. It works.
If you want to do a piston, add a layer that covers the existing piston walls entirely and also extends beyond them on the inside AND only collides with water. This way, there's no microscopic space between the piston and piston walls that the water can force apart.
I did this on the second water-powered car I made in Phun. It works.
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Thymechanic/Phundamentalist
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Leaking hydraulics
Thanks, Someone Else. I was thinking about an Excavator, but I'd need hoses and well....
Maybe motors and gears instead.
I did make a fork lift tonight. This sim is really cool. I can't put it down. Can't wait until I have time to script, as I'm a coder by trade.
Maybe motors and gears instead.
I did make a fork lift tonight. This sim is really cool. I can't put it down. Can't wait until I have time to script, as I'm a coder by trade.
- Gary_P
- Posts: 7
- Joined: Thu Aug 25, 2011 1:31 am
- Location: NJ - (Sorry)
Re: Leaking hydraulics
Thats cool, have you got an algodoo box account, you should upload your scenes you make there!?
Is this scene kind of what you wanted to make??
Is this scene kind of what you wanted to make??
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Nxdt - Posts: 1019
- Joined: Mon Aug 31, 2009 6:32 pm
- Location: Scotland!
Re: Leaking hydraulics
WHOA!
THAT SCENE IS AWESOME!
But, as is does demonstrate (somewhat) it is generally better to use "simple" mechanisms.
Ideally, in Algodoo, you'd use linkages with only hinges and springs, because basically anything else can break relatively easily.
However, fairly strong pistons can be made (as can parallelogram and straight-line linkages, as I demonstrate in a walking mechanism I made once and Kilinich demonstrated in that Belaz mine truck scene, respectively), and C-gears will not skip teeth anywhere near as often as polygon gears.
The appeal of using circles instead of actual water is that they lag a whole lot less and are much less prone to leaking out of small spaces like the pistons I assume you were using before my suggestion.
THAT SCENE IS AWESOME!
But, as is does demonstrate (somewhat) it is generally better to use "simple" mechanisms.
Ideally, in Algodoo, you'd use linkages with only hinges and springs, because basically anything else can break relatively easily.
However, fairly strong pistons can be made (as can parallelogram and straight-line linkages, as I demonstrate in a walking mechanism I made once and Kilinich demonstrated in that Belaz mine truck scene, respectively), and C-gears will not skip teeth anywhere near as often as polygon gears.
The appeal of using circles instead of actual water is that they lag a whole lot less and are much less prone to leaking out of small spaces like the pistons I assume you were using before my suggestion.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: Leaking hydraulics
I downloaded that scene before seeing this post. It's pretty cool, but lacks precision.
I'd love to see them add a cylinder. As I'm using the beta for a week or two before ordering, I'm trying to get a feel of if I'd like to buy this.
I'm pretty much hooked but I'd love to first see how much the parent product is with the full 3d scenes.
The other night I was messing with Thyme and springs. It seems you can script a spring inside of a tube.
this may do what I need but I haven't learned yet, where to place the code besides just typing it into the console.
I'd love to see them add a cylinder. As I'm using the beta for a week or two before ordering, I'm trying to get a feel of if I'd like to buy this.
I'm pretty much hooked but I'd love to first see how much the parent product is with the full 3d scenes.
The other night I was messing with Thyme and springs. It seems you can script a spring inside of a tube.
- Gary_P
- Posts: 7
- Joined: Thu Aug 25, 2011 1:31 am
- Location: NJ - (Sorry)
Re: Leaking hydraulics
This may help:
Console: scene.my.springLength = 1
Laser or Fast Collider: scene.my.springLength = scene.my.springLength + 0.05
Another Laser or Fast Collider: scene.my.springLength = scene.my.springLength - 0.05
Spring Length: {scene.my.springLength}
Bring down the console with ~, F11 in all versions prior to 1.9.8, or F10 in 1.9.8 and later versions.
"Normal" scripts go in either onCollide or onLaserHit (or onHitByLaser), in the form (e)=>{Your Code Here}, where Your Code Here is replaced by, for example, friction = 0.
Dynamic Values as I say (or, sometimes, Gradyfitz calls them Object Pointers) also go in the Script Menu. Where you see a box labeled, say, friction = *some number*, delete that number and type, for example, {scene.my.a}.
This will bind friction to scene.my.a such that whenever scene.my.a changes, friction will automatically change to match it.
Console: scene.my.springLength = 1
Laser or Fast Collider: scene.my.springLength = scene.my.springLength + 0.05
Another Laser or Fast Collider: scene.my.springLength = scene.my.springLength - 0.05
Spring Length: {scene.my.springLength}
Bring down the console with ~, F11 in all versions prior to 1.9.8, or F10 in 1.9.8 and later versions.
"Normal" scripts go in either onCollide or onLaserHit (or onHitByLaser), in the form (e)=>{Your Code Here}, where Your Code Here is replaced by, for example, friction = 0.
Dynamic Values as I say (or, sometimes, Gradyfitz calls them Object Pointers) also go in the Script Menu. Where you see a box labeled, say, friction = *some number*, delete that number and type, for example, {scene.my.a}.
This will bind friction to scene.my.a such that whenever scene.my.a changes, friction will automatically change to match it.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
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