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1  General Category / Mechs and Kinematics / Re: Running the Kinematics Simulation on: February 20, 2020, 04:13:14 PM

Although Vexx has not evolved to include the physics portion of the Augie Simulator, that does not mean you can not create a fairly complicat ed simulatio n.  It takes hours of work, practice, and patience.

In the creation of my kinematic simulatio ns I used a combinati on of gearotics<-->Vexx<-->Augie vector processor .

The "motion works" kinematic simulatio n involved taking a gearotics simulatio n of a clock's motion works that I had created a couple of years ago.  I used Vexx to get the gears from the gearotics simulatio n to create a collectio n of appropria te DXF files which were then imported into the Augie vector processor . The gears were fixed to the backgroun d in the first kinematic s model.  A second model was created based on the first model except this time the motion works were attached to a moving frame that crawled along a toothed rack. This helped me learn the technique s needed to make a moving object.

My "walking man" kinematic simulatio n was based on lessons learned from the moving motion works model. The man's component s were drawn using Vexx exported as DXF's and then imported into the Augie vector processor .

The "mech" feature of the Augie vector processor allows you to build/test component s & then assemble a more complicat ed object by importing the mech files.

I decided to simulate pendulum clock as a learning experimen t of how the vector processor simulates gravity ( " A combined gravity escapemen t / motion works" model).  The gravity escapemen t was created using Vexx.  Once the model was working correctly, I added in the motion works model.

These models were published mostly under the Mechs and Kinematic s topic area of the forum.

Bill Michael
2  General Category / Third Party Software / Re: Looking for Software to Plan Project on: February 08, 2020, 06:57:58 PM

I read your initial post a few days ago.  The first ideas that I came up with was to use some combinati on of gearotics,  Vexx, & the Augie vector processor .   I had posted a couple of models under the Mechs & Kinematic s topic area that use the Augie Vector processor:
  "walking man"
  "Simulatio n of Denison double 3-arm gravity escapemen t" 

The above two simulatio ns demonstra te some of the capabilit ies of the Augie vector processor .

After seeing your more recent post using the linkage program I decided that perhaps I should play with that program for awhile.   My interest is mainly simulatio ns of mechanism s both to explore capabilit ies of design programs but also to document/simulate real mechanism s.

Bill Michael

3  General Category / Support and Bug Reports / Re: Issue with bevel gear reversal on linkages on: January 21, 2020, 03:57:09 PM

I'll monitor the Vexx topic area just in case you do get around to porting the physics portion of the Augie vector processor into Vexx.

My test of any such ported version would be to run my previousl y published  gravity clock escapemen ts and my walking man simulatio n models.   Feel free to include these with one of your distribut ions as examples of some more extreme ways of using the vector processor to simulate real-world items.

Some of the features of these models include exploit convex surface, use of multiple group numbers in an object containin g grouped together objects, selective collision control between groups,  pivots,  motors, forced gear ratios between objects,  linkages, simplific ation by decimatio n of more complicat ed shapes.  I have not had the need to simulate any machines so far that contain linear springs or magnets.

I am currently analyzing and modeling the gear trains in a Mr Machine Toy that I purchased Christmas 2019. This will first be modeled using gearotics .  Eventuall y I'll try to migrate the gear trains to the vector processor as a more realistic version of the walking man simulatio n.  Due the the complexit y of the gear train, I will probably use fixed gear ratios on most of the gears.

It would be nice to be able to model torsional springs such as the hair spring of a watch escapemen t.

Keep up your amazing support of gearotics, Augie & Vexx.

Bill Michael
4  General Category / Support and Bug Reports / Re: Issue with bevel gear reversal on linkages on: January 20, 2020, 05:21:27 PM

Seeing that gearotics is kind of old now perhaps just skip the problem.  Sometimes patching one problem creates side-effects that may not be obvious until much later.

It is easier to inform users not to use reversed bevel gears along with ratchets.

Do you think that the Augie vector processin g will ever get merged into Vexx?  Vexx has many useful drawing features and I find it pretty handy to modify gears being designed in gearotics .  It would really be awesome to have the simulatio n abilities of Augie integrate d with Vexx.

Bill Michael
5  General Category / Support and Bug Reports / Re: Issue with bevel gear reversal on linkages on: January 20, 2020, 02:17:33 PM

I stumbled across another oddity regarding the reversing of a bevel gear. That is illustrat ed in the attached two gth files.

In the first, I added a bevel gear and then added the ratchet as a wheel to the shaft of the bevel gear.  Things look OK.

In the second, I added a bevel gear, reversed it, reversed the shaft and then added the ratchet as a wheel to the shaft of the bevel gear.  This sequence results in the pawl being incorrect ly placed next to the ratchet.

If I don't do the shaft reversal, the ratchet will rotate reversed from the bevel gear but the pawl is correctly positione d. Having the ratchet rotation reversed from the bevel gear is not good.

The reversal of the shaft in addition to the bevel gear was a quick work around to make adding spur gears to the bevel gear shaft turn in the same direction as the bevel gear.  An alternati ve to reversing the shaft is to reverse each spur gear added to the bevel gear shaft.   This alternati ve correctio n does not work with ratchets/pawls.

This issue perhaps falls under the category of if it breaks gearotics then don't do it.

Bill Michael

6  General Category / C Scripting - 101 / Re: C# Help on: January 20, 2020, 11:07:12 AM

Cobol ?   That goes way back.  At one time there was talk about resurrect ing a version to make an object oriented Cobol.

Remember Algol?  The old Data General minicompu ter's operating system was written in Algol.  Another language that fizzled was the governmen t's attempt to standardi ze programmi ng for defense systems with a new language Ada.

C and C++ are still winners in my mind for high level compiled programmi ng languages .

Bill Michael
7  General Category / Support and Bug Reports / Re: Issue with bevel gear reversal on linkages on: January 19, 2020, 11:36:58 AM

Thanks for the reply.  I'll add it to my notes under undocumen ted feature.  At least I have the work around that is simpler than trying to manually relink gears.

8  General Category / Support and Bug Reports / Issue with bevel gear reversal on linkages on: January 18, 2020, 09:46:58 PM

This issue has a deja vu feel to it.   Attached is an issue I thought I ran across a while ago.

I created a bevel gear and added it the project as master.  I then reversed the bevel gear and added two other spur gears on either side of the bevel gear.   When I run the simulatio n the spur gears run in reverse to the bevel gear.  I don't suppose this was the intended effect of reversing the bevel gear.

A quick work around is to then reverse each of the spur gears which at least has them turn in the same direction of the bevel gear.

When the bevel gear is added it links to the shaft.  The shaft then links to each of the spur gears.  It would appear that reversing the bevel gear reverses the rotation bevel gear but does not reverse the direction of the shaft.

Bill Michael
9  General Category / Mechs and Kinematics / Experiment at understanding Pivot energy on: January 15, 2020, 05:17:10 PM

I created the attached PivotEner gy.vcp & PivotEner gy2.vps files to investiga te
 the pivot energy setting. Each file has Body Energy Coefficie nt (BOE)=.99 and
 varies PivotEner gy from ~0 (.0001) to 1.0 in steps of .1

In each case I do select all the shapes in the main layer so I can see
the movement of the center of gravity during the simulatio n
   PivotEner gy.vcp Uses circles with off center center of gravity.M ost of the
   circles except the .9 and 1.0 circles rapidly stop oscillati ng.

   PivotEner gy2.vcp  repeats the above using crosses.  The effect is the same
     except for the .0001 (~0) case.  The ~0 case seems to behave like the
    1.0 case.  This only happened when the value was less than .1.  I didn't
    expect the shape of the object to have any effect.

I have no idea why the .0001 case in PivotEner gy2.vcp behaved like it did.

Based on the experimen ts, it seems that as you lower the value of pivot energy
from the default .9999 the ability to maintain rotation about a pivot decreases .
Is this a form of friction or something to do with moment of rotationa l momentum?

Bill Michael
10  General Category / Mechs and Kinematics / Re: Questions about Body Energy Coefficient, Bounce % and Pivot Energy on: January 14, 2020, 10:40:21 PM

Thanks for your reply.   I greatly appreciat e your efforts in the creation and continual improveme nts to Gearotics, Vexx, and Augie.

Now that I know that pivot energy and the Body Energy Coefficie nt are programme d to empirical ly get a reasonabl e simulatio n I've been devising a new
experimen t to get a feel of how these constants effect a simulatio n.  I'll publish the vcp of this experimen t tomorrow.

As you know from my past posts  I am intereste d in building simulatio ns of real systems. With gearotics my goal was to document the design of an actual
tower clock.  The chronomet er gearotics simulatio n was an attempt to create a simulatio n of Harrison's H4 chronomet er based upon the diagrams published in
the 1700's.

The Augie vector processor intrigued me because it allowed creations of linkages, springs and motors.  My walking man simulatio n was an attempt to
mimic the  Mr Machine toy of the 1960's.  The challenge was to mimic the motions of the leg, arm & head and actually have it move across the
simulatio n work space.  This Christmas I bought a reproduct ion of a Mr Machine and I may try to rebuild my walking man simulatio n with some of
the actual gearing.

Bill Michael

11  General Category / Mechs and Kinematics / An attempt at simulating Newton's cradle on: January 13, 2020, 04:11:56 PM

The attached is my attempt to simulate the Newton's Cradle toy. Using the Augie vector Processor (AVP). I usually run the simulatio n with a speed setting of ~40%.

What I expected would be to observe alternati ng single right - left deflectio ns once I start the model by deflectin g the right most ball. If I deflect two or more right balls then the right/left cycles should match the initial number of balls deflected .

Some of my initial settings for the model were based on my experimen ts with Body energy Coefficie nt and Bounce % that I published under an earlier post.

After some unsuccess ful looking simulatio ns I started to experimen t with varying Pivot energy. I'm still not completel y happy with the simulatio n having seen videos of such a toy in action.

Can you explain what Pivot energy is? 

Bill Michael
12  General Category / Mechs and Kinematics / Questions about Body Energy Coefficient, Bounce % and Pivot Energy on: January 13, 2020, 04:08:14 PM

I've regressio n tested some of my previousl y published Augie vector processin g (AVP)
 simulatio ns (binomial distribut ion, walking man, and gravity escapemen ts) and they
 all work properly as they did with earlier versions of AVP.
I have been experimen ting with various object settings hoping to understan d the
effects of:
    Body Energy Coefficie nt (BOE){default .99}
    Bounce % {def .5}
    Pivot Energy {def .9999}

So far I've been guessing at the first two parameter s.

The attached are some of my experimen ts which I try to run ~30-40% speed:
   A_BounceT est-Coef .5.vcp   Body Energy Coefficie nt .5
   A_BounceT est-Coef .99.vcp  Body Enerby Coefficie nt .99
   Within each test I vary the bounce % from ~0 to 1 in steps of .1

   From observing the bouncing squares it would seem that  I should interpret
      Bounce % of .5  as 50% rather than .005
The BOE is probably related to the Bounce % but I'm not exactly certain.
      Is BOE the same thing as coefficie nt of restituti on (COR)?  Where a body during a collision
      loses (or doesn't absorb all) of the input kinetic energy so that a BOE of 1 would be
     no loss of energy and BOE of .6 would be absorbing 60% (or losing 40%).
I have not experimen ted too much with Pivot Energy to figure out the physical meaning of that parameter .

My goal is to create a simulatio n of the desktop toy sometimes referred to as Newton's cradle.
I'll publish my experimen t with that in a separate post.
Bill Michael
13  General Category / Support and Bug Reports / Unusual side effect of enabling/disabling decorations within gearotics on: January 12, 2020, 12:44:20 PM

I'm in the process of regressio n testing my previousl y published simulatio n models of
of an E Howard Tower Clock mechanism and a chronomet er.

I stumbled across an oddity while trying to replace component s on the clocks with my indicator s
that I had used before.  The indicator s would not load.  At first I thought perhaps that
my dxf files of the indicator s were somehow corrupted .  I then realized that any of the
standard indicator s, for instance alien hour hand, loaded with the hand completel y filled in.
The same held true for any of the other standard indicator s that had cutouts.

The solution to my problem was to make sure that "decoratio ns" were enabled within gearotics .
Once I enabled decoratio ns the different indicator s loaded properly.  I now know to always have
decoratio ns enabled.

I don't really consider this a bug merely an undocumen ted feature of the decoratio ns settings.

Bill Michael

14  General Category / Newest Rev Release / Re: New version on: January 11, 2020, 04:59:10 PM

My system runs Win10.  I downloade d the exe versions of both Gearotics and Augie.  They installed with no problem and no virus warnings were raised.  Windows does warn that the gearotics file is not from a trusted  source but that is easily overcome by telling Win10 to install it anyway.

I haven't used  Gearotics, Vexx, and the Augie vector processor for nearly a year.  I plan to regressio n test the latest version with some of my previousl y published simulatio n models (tower clock, gravity escapemen t, walking man etc.)  If I find any operation al issues I'll mention it under the appropria te topic.

Bill Michael
15  General Category / Virus Warnings / Re: Virus Warnings on: November 21, 2019, 04:19:51 PM

I looked up some informati on about the type of virus warning being triggered .  I've tried to make some sense of the types of things Windows is concerned about as described in:

The name of the file probably has nothing to do with the detection .   There is perhaps some sort of windows feature where your programs are calling Windows system functions (probably defined in a windows system .dll file) to execute external .exe files or to get informati on from  memory locations external to the running program.

One example comes to mind: the relations hip between Vexx and Gearotics to get a gear from Gearotics, modify it in Vexx and then replace the modified gear back into Gearotics might resemble behaviors similar to the Trojan.

I'm not too familiar with Augie except for the simulatio n capabilit ies where pressing CONS button brings up another window.

After I re-enabled detection of  Trojan virus as soon as I tried to rename Gearotics Setup.exe to a different name the system  once again not only deleted the file I tried to rename but it also deleted the different versions of CoInstall .exe and Gearoitic s within the same windows folder.

To say that the virus protectio n is aggressiv e would be an understat ement.


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