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subject: ===Dedicated Help Thread=== *new constructors please read p.1 first!

5096 replies on 340 pages. most recent reply: Tues, Aug 28 3:17 AM by OBstakel

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iamthehipo

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 21:12   »» 
*sniff* i'm sorry... *_* so i'm still the only girl who posts here? sheesh! yes, warpt, i was going to mention the difference between the legs but i can' think of it off the top of my head always. i have no geometry skills (more of an algebra person, although integrals are really evil)

hippo~~<

warptera

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 21:14   »» 
isn't integration calculus? I can't remember.

-w

aXvXiA

»» models

Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 21:53   »» 
Yes: Integration is calculus :)

Heretic

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 23:03   »» 
Ive been trying to get some of my models to work and i found that a problem was that my lines werent even. Somoene told me to use guidelines but i dont understand how to use them. Someone please help?

warptera

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 23:13   »» 
Heretic,

Here is a guideline:

http://sodaplay.com/constructor/player.htm?&getmodel=example+guideline

It consists of three fixed springs that form two intersections. By creating two unattached masses, moving them onto the intersections as shown, and then connecting them you can create the same length as many times as you like.

-w

Heretic

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 19-Nov-02 23:28   »» 
I understand that. Now how do i get it off of the guidelines without changing the lengths
?

warptera

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 00:19   »» 
A spring's length can never be changed. It is set when it is created.

try stretching a spring in construct mode. now go into "simulate" mode and see how it snaps back to normal?

-w

Ataensic

»» models

Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 00:43   »» 
> i know it's kind of crude, but can someone tell me
> how quirky_flier works? is it the same concept as
> kinetic_pumper? Here's the 2 links:
>
> http://sodaplay.com/constructor/player.htm?&getmodel=Ataensic+quirky_flier
>
> http://sodaplay.com/constructor/player.htm?&getmodel=Ataensic+kinetic_pumper

I guess my second question overshadowed the first, but it's still floating in the air (Get the pun?) The only reply i got was that irrelevant post by flarenya. Thank you for the answer to my second question, though, warptera.
-Ataensic

iamthehipo

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 00:51   »» 
integration is calculus, but i for some reason connect calculus more with algebra than geometry. although i suppose integration is more like geometry, and that's why i find it incomprehensible. i know that was completely off topic. i'll shut up now.

hippo~~<

Lore

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 01:29   »» 
Aesth...... it moves because 1. the gravity is off, and 2. think about the way a slug moves, that should help. It all has to do with transfer of energy, friction, and stuff.

Heretic

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 01:55   »» 
Thank you very much Warptera. But once i get the 2 springs or however many more, how do i conect them?

Lectvay

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 02:52   »» 
Heretic, I think you need to have a new "vision" for how the sodaconstructor works. The structure of a sodaconstructor model is just a bunch masses connected by spring of whatever length you choose - the applet doesn't care what order they were made in, or how they look in construct mode; the structure is "set". You simply connect the masses the way you wish to, using guidelines to measure this. Once you understand this fully, you will see how much control you have, and you won't wonder things like "how do I connect this."

If this suggestion was completely off-base, I apologize.

roey_schurr

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Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 04:10   »» 
Heretic, just one more thing, because I know this confused me when I first came here...
To make a spring the length of the guidline you should first create to masses OUTSIDE the guideline. Now you can double click one of the mass (keep the second click on) and drag it to the wanted plave on the guideline.
I hope this was your problem- you've tried creating a mass on that guideline but couldn't do that. If this wasn't your problem, I'm sorry.
Please ask more questions until you get it all right.

tommmy

»» models

Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 12:44   »» 
> i need some help on a model.
> http://sodaplay.com/constructor/player.htm?&getmodel=s
> artan+attemptatwarpmotor
> i had an idea to use warptera's linear wedge motor.
> the only problem is that my models legs move in
> opposite directions. the two sides do nothing but
> work against each other, so the model goes no where.
> is there any way this problem can be fixed?
>
> -spartan
i would help you but erm i cant because i barly know anthing myself

tommmy

»» models

Re: ===Dedicated Help Thread=== *new constructors please read p.1 first!   posted: 20-Nov-02 12:47   »» 
> Ive been trying to get some of my models to work and
> i found that a problem was that my lines werent even.
> Somoene told me to use guidelines but i dont
> understand how to use them. Someone please help?
those lines there muscles the more you have in the better your model and the wiggley line in the middle is sort a like a speede dile the higher it is the faster your model i hope that helps



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