Gyroscope - Phun and Algodoo Compatible
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Gyroscope - Phun and Algodoo Compatible
1. make a Square and a plane underneath
2. rotate square 45º
3. place circle at left corner
4. add hinge to circle
5. drag the circle to the right corner leaving the hinge where it is
6. place a hinge on the circle at the right corner
7. click play and watch
this tut is for staying vertical is you want horizontal, place the circle and hinges vertically instead of horizontal. also experiment with different angles E.G. 45º 60º and more.
This was copy and pasted off the tutorial I did on the old phunland forums.
http://www.phunland.com/forum/viewtopic.php?id=8135
2. rotate square 45º
3. place circle at left corner
4. add hinge to circle
5. drag the circle to the right corner leaving the hinge where it is
6. place a hinge on the circle at the right corner
7. click play and watch
this tut is for staying vertical is you want horizontal, place the circle and hinges vertically instead of horizontal. also experiment with different angles E.G. 45º 60º and more.
This was copy and pasted off the tutorial I did on the old phunland forums.
http://www.phunland.com/forum/viewtopic.php?id=8135
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xplane80 - Posts: 498
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Re: Gyroscope - Phun and Algodoo Compatible
wow , i've never known that actually , nice
- TimTheOne
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Re: Gyroscope - Phun and Algodoo Compatible
Here's other efficient method I found few weeks ago (phun and algodoo compatible too).
Make some fast collider. Set it's oncollide to (e)=>{controllerAcc = (-controllerAcc); density = 100+controllerAcc}; Then set it's density to 100, and geometry controller to 90;
This works much the same way as above (only mass changing instead of shaking it), but it's less shaky.
Make some fast collider. Set it's oncollide to (e)=>{controllerAcc = (-controllerAcc); density = 100+controllerAcc}; Then set it's density to 100, and geometry controller to 90;
This works much the same way as above (only mass changing instead of shaking it), but it's less shaky.
Phundamentalist
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davidz40 - Posts: 438
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Re: Gyroscope - Phun and Algodoo Compatible
That is another good method but I prefer this because it only uses 4 parts and NO scripting!!!!
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xplane80 - Posts: 498
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Re: Gyroscope - Phun and Algodoo Compatible
davidz40 wrote:This works much the same way as above (only mass changing instead of shaking it), but it's less shaky.
It's cool because of the non-shakiness but all the same I prefer the mechanical method because when you want to accelerate an object with the scripted stabilizer its acceleration isn't constant and wiggles.
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KarateBrot - Posts: 825
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Re: Gyroscope - Phun and Algodoo Compatible
Unless you use two mass changing objects in such way that their total mass is constant
Phundamentalist
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davidz40 - Posts: 438
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Re: Gyroscope - Phun and Algodoo Compatible
Not always. If you are accelerating very fast, then it will not be constant.
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xplane80 - Posts: 498
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Re: Gyroscope - Phun and Algodoo Compatible
If they were aligned vertically and you're only moving horizontally, it would work. Otherwise, you'd have to use four.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
Or make them really small and place close to each other.
Phundamentalist
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davidz40 - Posts: 438
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Re: Gyroscope - Phun and Algodoo Compatible
you can use it with one of them having density to be a sin of sim.time, and another being the cos of it. care should be taken not to get into negative densities though (like {(sin(sim.time * insertconstanthere)/2) + 0.5) + uselessvaluesothatitdoesnotgetdeleteditself)*insertanotherconstanehere} ,
this works because algodoo actually calculates rotation by basing itself upon the mass center of a body. both of those "pseudo-gyroscopes" just change the mass center really fast, one by mass shifting(which causes the shakiness), and the other one by warping the mass to another dimension and beyond
this works because algodoo actually calculates rotation by basing itself upon the mass center of a body. both of those "pseudo-gyroscopes" just change the mass center really fast, one by mass shifting(which causes the shakiness), and the other one by warping the mass to another dimension and beyond
Jrv wrote:TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.
GTFO newfgt
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RA2lover - Posts: 607
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Re: Gyroscope - Phun and Algodoo Compatible
Great Stabili9zer
- Aglophun
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Re: Gyroscope - Phun and Algodoo Compatible
Great Tutorial, Worked Fantastically
I even Created a Gyroscope Car: http://www.algodoo.com/algobox/details.php?id=39963 Enjoy
I even Created a Gyroscope Car: http://www.algodoo.com/algobox/details.php?id=39963 Enjoy
Last edited by 64days on Mon Apr 05, 2010 4:56 pm, edited 1 time in total.
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64days - Posts: 5
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Re: Gyroscope - Phun and Algodoo Compatible
It's nice to see someone using it.
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xplane80 - Posts: 498
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Re: Gyroscope - Phun and Algodoo Compatible
This is just about the best stabilizer that you can make. 1, because it uses 4 freakin' parts. And 2, you can make it really really fast. I'm glad somebody found out a way to make a simple stabilizer that works, instead of having one that spins a scripted ball to stabilize that doesn't even work very well (RaUnit3 ).
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FruitMonger - Posts: 135
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Re: Gyroscope - Phun and Algodoo Compatible
You realize that in Algodoo 1.7 there's an even easier one, right? inertiaMultiplier = +inf
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
No, I didn't realize that, because I'm not good with thyme, and I don't use algodoo, like I've said thousands of times -_-. You know what, i think I'll just put it in my sig that I don't use algodoo.
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FruitMonger - Posts: 135
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Re: Gyroscope - Phun and Algodoo Compatible
Ah, that's right. Sorry, I forgot.
Also, the new RaUnit doesn't really work because they he had to change the way it worked to get around the new hinges. The old one was awesome, until hinges were fixed.
Also, the new RaUnit doesn't really work because they he had to change the way it worked to get around the new hinges. The old one was awesome, until hinges were fixed.
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
You mean RaUnit 2, or 1? Cause from what I've heard, RaUnit 1 uses springs to work.
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FruitMonger - Posts: 135
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Re: Gyroscope - Phun and Algodoo Compatible
Yeah, the RaUnit 1 uses springs (those were fixed and it doesn't work), and I think the second one uses hinges (same problem).
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
Second one uses thyme.
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Mystery - Posts: 2802
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Re: Gyroscope - Phun and Algodoo Compatible
I thought that was the third one?
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
There was three!
My mistake, the last one uses thyme.
My mistake, the last one uses thyme.
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Mystery - Posts: 2802
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Re: Gyroscope - Phun and Algodoo Compatible
So can you use all of the RaUnits in Phun version 4? I'm pretty sure I wouldn't play v4 all the time just for RaUnits, but if I wanted to, could I use them all in v4?
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FruitMonger - Posts: 135
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Re: Gyroscope - Phun and Algodoo Compatible
I don't think the RaUnit 3 will work in Phun 4, but I know that the RaUnit 1 will (maybe 2).
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
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Re: Gyroscope - Phun and Algodoo Compatible
Alright, well then I guess I could transfer one or two of my scenes that need stabilizers over to phun4.
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FruitMonger - Posts: 135
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