The main motor on the big axis i've taken to labelling 'motogen' but in reality of course there's no off the shelf component that fits that bill.. which is why i think we should be looking at other options such a rotary springs, which will both accelerate and brake conservatively, or even that self-regulating flywheel principle i've shown where radially-sliding weights stretch springs, effectively governing rotation speed - also conservative - or else a GPE load or whatevs.Tarsier79 wrote: ↑Tue Dec 05, 2023 7:18 pm Real world build:
I recently destroyed what would have been a perfect frame to test this.... that always seems to be the way. Had I kept it, it would have just gathered dust and got in the way.
Getting power to the moving arm, although annoying, isn't the biggest problem. A stepper motor is not efficient. Unless there is a mechanical equivalent action to replace the motor, we will need to install some sensors and control system, again Arduino is easy. Each time we get to a problem, it costs in energy. So it would need to be driven by 2 efficient motors (95% is a pipe dream here), then we might lose some efficiency on the bearing/power transfer, then we need some extra power for the sensors and drive circuitry. So what we need is a configuration in sim world that already maximises COP.
The other problem is efficient motors cost $$$... so there has to be some confidence on my part before I would spend thousands of dollars on a build. (do it once, do it right).
I think as far as motors go, it would be better to have two equal and electronically synced "flails" to balance forces on the main axle. And also to balance the mechanism with gravity (if we are not going to try to use gravity in the interaction.) Gravity could offer an opportunity to harvest energy. I am thinking the main disk as a flywheel, initially spin it up to operating speed, then use the energy gain to spin the wheel/ Gravity will try to accelerate and decelerate the main wheel.
I appreciate that two motors and some controller code is little challenge to the modern hobbyist, but i don't doubt anyone's abilities to replicate the apparent motions, so much as the causative principles causing the gain..
The point of using folding planar linkages instead of wheels is purely functional - it's more easily adjustable for the purposes of learning the lay of the land - but it does also mimic the appearance of the familiar flailing motion, which is a trigger word for us lot due to its reference in AP.
So to be absolutely clear, it is not a flailing action, flailing works because of CoM not in spite of it, and its resemblance here is both circumstantial and potentially highly misleading - so if anyone's thinking about trying to coordinate flails, that's not this and IMHO not going to work.
• a flail is freely rotating about its axis
• the exploit here is a form of kiiking (harnessing angular momentum from a force * time asymmetry) that involves sinking counter-angular momentum to CF force and time, slowing the weight's descent or downswing, and increasing the drop's momentum yield.
• thus the small axis rotates around the tip of the longer axis not because its passive momentum has carried it around, but rather because it spun up for the first half of its drop, and was spun down during the second half of its drop, dumping its momentum into the green axis and so accelerating it; then it spins up the other way and back down again whilst rising.
The point is that the blue axis is rotating around the green axis not because it's passively flailing (even though it looks kinematically similar) but because its motion is being driven by these angular accelerations about its own axes, and their resulting counter-accelerations induced on the green axis.
To put it another way, it's important to recognise that this 'flail' is being driven not by rotating the long axis, but by spinning and despinning the weight on the end of the short axis, which is never flopping around but is actually controlling its relative rotation around the green axis - it's literally the green axis that is flopping around in response to the constant accelerations and decelerations on the blue axis. Flail-drives-thresher, if you will..
So it's not the flailing aspect that needs replicating, so much as the kiiking principle causing it, which is best observed and considered from within the rotating reference frame causing the CF force - as if kiiking under gravity. This is why the gain is arising. It's juggling momentum in a way that a simple flailing action cannot..
Sorry, don't mean to lecture or moan, just don't wanna see anyone wasting time and effort from getting the wrong end of the flail.