S-Series

Discuss scenes and videos made with Algodoo.

S-Series

Postby Someone Else » Mon Feb 21, 2011 1:34 am

I have decided to publish my new S-Series of Thymed stuff here.

Not Working:
Rating: rated 5.6
Filesize: 36.81 kB
Comments: 1
Ratings: 2
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Rating: rated 5
Filesize: 32.71 kB
Comments: 0
Ratings: 1
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Working:
Rating: rated 5
Filesize: 18.21 kB
Comments: 2
Ratings: 1
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Rating: rated 5
Filesize: 14.41 kB
Comments: 0
Ratings: 1
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Rating: rated 5
Filesize: 25.25 kB
Comments: 0
Ratings: 1
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Rating: rated 5.4
Filesize: 21.76 kB
Comments: 0
Ratings: 2
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Rating: rated 5
Filesize: 44.21 kB
Comments: 0
Ratings: 1
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Rating: rated 5
Filesize: 25.02 kB
Comments: 0
Ratings: 1
download


As the title of the top section says, the S-Wire ans S-Wing do not work properly. The code appears to be correct, but it does not work.

Mainly, the purpose of this topic is to dray attention to those two things.
And if that S-Wing can be forced to work properly, I think it would represent the most technologically advanced density engine in the history of Algodoo/Phun. Correct me if I am wrong.

So... anyone able to fix my code? I am completely ready and willing to give an explanation.

Edit- Updated the wing.
Edit- Added S-Thruster v1 Phunlet.
Edit- Updated the S-Wire. Now the colors change as I want them to. And they pass on textureMatrix as I want them to. But, the non-circles are far too unreliable. Note that you can make long chains with the circles, and even fork these chains, but only if you add a small polygon on heteroCollide so all the scripted circles are overlapping an even number of other geoms.
Edit- Added S-Shield and S-Thruster 2.
Edit- Added third S-Unit.
Last edited by Someone Else on Sun Apr 17, 2011 7:25 am, edited 4 times in total.
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Re: S-Series

Postby Someone Else » Tue Feb 22, 2011 3:48 am

I have now updated the wing. It still does not work, but... It appears to measure something velocity-like now.
Rating: rated 5
Filesize: 32.71 kB
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Re: S-Series

Postby HavingPhun » Fri Feb 25, 2011 2:16 am

sorry to ask but what is this?
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Re: S-Series

Postby Someone Else » Fri Feb 25, 2011 4:19 am

What is... what? The S-Wing? It measures (or tries to, anyway) its own velocity parallel to its length, then adjusts the power thrust of the wing based on that. But, when fixated to the background, the velocities are not 0. So, I suggest using Kilinich's C-Wing instead. The S-Units use fast-spinning blades to try to balance whatever it is fixated to. They work. The S-Wire transmits a signal to something far-off like a real wire does, but it also does not work.

The forum topic that you are looking at right now draws attention to the stuff in the hope that someone will help me with the Thyme.
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Re: S-Series

Postby TC42 » Fri Feb 25, 2011 4:24 am

Now... have you tried combining that thruster you added to the RPG game with your S-unit? :D
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Re: S-Series

Postby Someone Else » Fri Feb 25, 2011 4:27 am

No... Why? I don't see how that would help. Why do you want a thruster that always to point in one direction?
And I will go ahead and upload that thruster now.
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Re: S-Series

Postby TC42 » Fri Feb 25, 2011 4:33 am

Oh... I thought that the thruster could produce rotational velocity. So it can't power the S-Unit... And I might want a thruster that always points vertically for a helicopter/submarine or something like that. :D
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Re: S-Series

Postby Someone Else » Fri Feb 25, 2011 4:45 am

Here's the thruster phunlet:
Rating: rated 5.4
Filesize: 21.76 kB
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Ratings: 2
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Wow, that sounded far too much like Kutis...
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Re: S-Series

Postby Someone Else » Mon Apr 04, 2011 12:21 am

Rating: rated 5.6
Filesize: 36.81 kB
Comments: 1
Ratings: 2
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Partial S-Wire fix. Look at the description.
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Re: S-Series

Postby davidz40 » Mon Apr 04, 2011 3:22 pm

I looked at the wing.
Working code for velocity is:
Code: Select all
texturematrix=[e.pos(0)-texturematrix(2),e.pos(1)-texturematrix(3),e.pos(0),e.pos(1),(texturematrix(0)^2+texturematrix(1)^2)^0.5,0,0,0];

Note that code first calculates velocity using last stored position, and then saves new position into texturematrix.

Lift code on the left doesn't work. Probably math.acos encouters bad value. Try to avoid such functions if possible.

Density engine doesn't seem to be very stable, especially because different balls have different masses due to continously changing lift force. But that might be a phun-only issue.
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Re: S-Series

Postby Someone Else » Tue Apr 05, 2011 1:56 am

I've pretty well decided to just give up on the wing altogether, as I've found this:
Rating: rated 7.2
Filesize: 36.01 kB
Comments: 8
Ratings: 7
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Much better than I could ever do. (though for some odd reason I've never saved it as a phunlet yet...)

I think part of why the density engine there is so unstable is that the mass of the circles becomes far, far too big. With previous versions (of the engine itself, no complicated velocity and math code), I never saw the hinges on the red circles stretch that much. And when I tried it, the amount of stretch seemed to stay pretty constant, if increasing over time.

I'm currently working on a self-renewing shield for a spaceship. It spawns scripted circles with scripted lasers at some distance and a preset velocity. These circles are held in linear/negative-quadratic attraction. You'll see. It's inspired by some non-modular spaceship collab. I think PlanckBlanck's, if I spelled it right.
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Re: S-Series

Postby davidz40 » Wed Apr 06, 2011 5:21 pm

You spelled it right.
I did that shield :lol:
Rating: rated 7
Filesize: 23.37 kB
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Ratings: 6
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Re: S-Series

Postby Someone Else » Fri Apr 08, 2011 1:12 am

Oh, wow. I suppose I'm making my own version then. And does yours replenish itself like mine does, reset the density of the circles after a couple blips and kill the circles after some time like mine will as soon as I fix a small code flaw?

It's supposed to spawn circles at some distance with a laser attached that turn to infinite density IF e.other.textureMatrix != tectureMatrix onCollide. That much works. But, the laser is also supposed to increment e.geom.controllerAcc (the script is all in the circle) with each blip, and this does not work. This means simultaneously that the circles will stay around forever (as circle deletion with collideSet = 0; density = NaN (Would you mind seeing if that works in Phun?)is triggered by controllerAcc >= 1000) and the circles stay +inf density forever, for density reset is also triggered by increasing controllerAcc.

I think I will abandon the controllerAcc timer entirely and just use sim.time.
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Re: S-Series

Postby Someone Else » Sat Apr 16, 2011 4:22 am

Rating: rated 5
Filesize: 44.21 kB
Comments: 0
Ratings: 1
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Okay, I went back to incrementing controllerAcc. It should work in Phun, for circle deletion is caused by immortal = false; spawn dual killers. It's also entirely Phun-safe. Deletion is triggered after 70 collisions- this lags a bit for me.

And it certainly works in 1.8.5.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

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Re: S-Series

Postby Someone Else » Sun Apr 17, 2011 6:10 am

Rating: rated 5
Filesize: 25.02 kB
Comments: 0
Ratings: 1
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Here it is!
Laser-based, but allows continuously variable thrust.

Edit-
Rating: rated 5
Filesize: 25.25 kB
Comments: 0
Ratings: 1
download

Not as stable as the others, but should work without air.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

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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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