MTs, WM2D, and WM Basic Language Script Code
Moderator: scott
-
- Devotee
- Posts: 1822
- Joined: Tue Dec 01, 2015 4:12 pm
re: MTs, WM2D, and WM Basic Language Script Code
Could it be that I have been right all along? No one on this forum want's to know how Bessler's wheel worked. If that's not it, it's got me stumped!
I don't know how you could get any thing much simpler. I have explained it at great length. Wubbly even drew a picture of it, all to no avail--------------------
It's the only conclusion that I can arrive at.
Sam Peppiatt
I don't know how you could get any thing much simpler. I have explained it at great length. Wubbly even drew a picture of it, all to no avail--------------------
It's the only conclusion that I can arrive at.
Sam Peppiatt
re: MTs, WM2D, and WM Basic Language Script Code
Hi Sam
We are reading and understanding the principle.
What is required is proof. That takes time is building either a sim or a model.
I did build a model back in 2008 and it ran backwards. It was not a good model for a physical object.
So I use computers first these days.
Are there any other members looking into this?
Regards
We are reading and understanding the principle.
What is required is proof. That takes time is building either a sim or a model.
I did build a model back in 2008 and it ran backwards. It was not a good model for a physical object.
So I use computers first these days.
Are there any other members looking into this?
Regards
[MP] Mobiles that perpetuate - external energy allowed
-
- Devotee
- Posts: 1822
- Joined: Tue Dec 01, 2015 4:12 pm
re: MTs, WM2D, and WM Basic Language Script Code
Hi Agor95,
I have a wheel built, not running. Four swing arms, four toggles, and four weights. The long link works the toggles which shifts / advances the upper swing arm and at the same time retards the lower swing weight like it is supposed to. And it does produce an OOB but, not enough.
I think they, the arms need to swing farther, and or the weights should be heavier, or both. They are only 4 oz.
Will double them to 8 oz. So goes the battle-----------------
Sam Peppiatt
I have a wheel built, not running. Four swing arms, four toggles, and four weights. The long link works the toggles which shifts / advances the upper swing arm and at the same time retards the lower swing weight like it is supposed to. And it does produce an OOB but, not enough.
I think they, the arms need to swing farther, and or the weights should be heavier, or both. They are only 4 oz.
Will double them to 8 oz. So goes the battle-----------------
Sam Peppiatt
- cloud camper
- Devotee
- Posts: 1083
- Joined: Tue Mar 15, 2011 12:20 am
re: MTs, WM2D, and WM Basic Language Script Code
Talk is cheap but PM is hard.
Build it and they will come!
Build it and they will come!
-
- Devotee
- Posts: 1822
- Joined: Tue Dec 01, 2015 4:12 pm
re: MTs, WM2D, and WM Basic Language Script Code
C.C.,
Sure, I know that; I should keep my mouth shut. Sorry, I will try to do better.
Sam
Sure, I know that; I should keep my mouth shut. Sorry, I will try to do better.
Sam
re: MTs, WM2D, and WM Basic Language Script Code
Hmm.
It just means that when you "have a wheel built, not running" you should include yourself in your statements.
It just means that when you "have a wheel built, not running" you should include yourself in your statements.
You just experienced a common wheel-annoyance: Welcome to the club!Could it be that I have been right all along? No one on this forum want's to know how Bessler's wheel worked. If that's not it, it's got me stumped!
Marchello E.
-- May the force lift you up. In case it doesn't, try something else.---
-- May the force lift you up. In case it doesn't, try something else.---
-
- Devotee
- Posts: 1822
- Joined: Tue Dec 01, 2015 4:12 pm
re: MTs, WM2D, and WM Basic Language Script Code
This forum is a cesspool for pricks----------------------------------
re: MTs, WM2D, and WM Basic Language Script Code
There are glowing mushrooms that feed on cesspools and live in the dark.
magical I think - be the light in the dark.
magical I think - be the light in the dark.
[MP] Mobiles that perpetuate - external energy allowed
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
MT-2
Simplified the point geometry by eliminating the global/local variables on the background polygon. By placing the background polygon at 0,0 the global and local coordinates for the body are the same.
The dialog box for MT-2 includes a track angle. This is the angle from the radially outward line. It also includes a Distance Traveled input selection. This is the distance the mass will travel along the track. The background wheel is 1 meter radius plus the separator length, plus the ring thickness, so the distance traveled will be less than that.
The MT-2 model includes springs so it's an "Enhanced MT2". If you don't want the springs to do anything, set the spring constant to zero.
In an hour of sim time, you can find out what must have taken Bessler months of build time.
Simplified the point geometry by eliminating the global/local variables on the background polygon. By placing the background polygon at 0,0 the global and local coordinates for the body are the same.
The dialog box for MT-2 includes a track angle. This is the angle from the radially outward line. It also includes a Distance Traveled input selection. This is the distance the mass will travel along the track. The background wheel is 1 meter radius plus the separator length, plus the ring thickness, so the distance traveled will be less than that.
The MT-2 model includes springs so it's an "Enhanced MT2". If you don't want the springs to do anything, set the spring constant to zero.
In an hour of sim time, you can find out what must have taken Bessler months of build time.
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
MT-2
Attached is script code that builds the MT2 simulation in WM2D. It's easier to attach a TXT file (instead of a WBS file inside of a ZIP file).
Personally, I like to use Excel when creating the script files. Put them in Excel Visual Basic Modules. The Excel editor has a better font selection, it auto-indents when you hit return, it does a little bit of syntax checking, the find and replace works better, and it color codes certain elements (e.g. text is green). And if you capitalize parts of a name in the DIM statement, it automatically autocorrects the capitalization throughout the whole subroutine, (or module if it's a global variable). You can create a library of modules in one place for easy access. The only problem is when you enter the DIM statement, it starts to autofill, and since excel doesn't know what a WMBody is, if you press Tab during the autofill for WMBody, it will autofill WMBody with "Walls".
Attached is script code that builds the MT2 simulation in WM2D. It's easier to attach a TXT file (instead of a WBS file inside of a ZIP file).
Personally, I like to use Excel when creating the script files. Put them in Excel Visual Basic Modules. The Excel editor has a better font selection, it auto-indents when you hit return, it does a little bit of syntax checking, the find and replace works better, and it color codes certain elements (e.g. text is green). And if you capitalize parts of a name in the DIM statement, it automatically autocorrects the capitalization throughout the whole subroutine, (or module if it's a global variable). You can create a library of modules in one place for easy access. The only problem is when you enter the DIM statement, it starts to autofill, and since excel doesn't know what a WMBody is, if you press Tab during the autofill for WMBody, it will autofill WMBody with "Walls".
- Attachments
-
- MT2_V1_Simulation.TXT
- MT-2 Simulation - WM2D Script file that builds the model in WM2D.
- (25.58 KiB) Downloaded 80 times
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
Pulley Testing
Had trouble adding ropes to the MT-24 sim. Then I realized a pulley is a separate constraint. The WMBasic documentation of pulley constraints is so poor, it's almost useless. It says a pulley constraint has 3 applicable properties and methods: AppendPoint, PointCount, and Point. It fails to mention that the rope properties and methods apply to the pulley constraint as well. I guess they figured you would be smart enough to figure that one out on your own. So the pulley has elasticity and length as well, plus a few others (ActiveWhen, AlwaysActive …).
Sometimes I wonder if they ran low on money developing this program and said "It's good enough".
Had trouble adding ropes to the MT-24 sim. Then I realized a pulley is a separate constraint. The WMBasic documentation of pulley constraints is so poor, it's almost useless. It says a pulley constraint has 3 applicable properties and methods: AppendPoint, PointCount, and Point. It fails to mention that the rope properties and methods apply to the pulley constraint as well. I guess they figured you would be smart enough to figure that one out on your own. So the pulley has elasticity and length as well, plus a few others (ActiveWhen, AlwaysActive …).
Sometimes I wonder if they ran low on money developing this program and said "It's good enough".
Last edited by Wubbly on Sun May 26, 2019 2:58 am, edited 1 time in total.
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
MT-24 Version 1.0
Modified the MT24 simulation to include rope pull-throughs to another side. Thanks for everyone's helpful comments on what "G" was representing.
The script dialog box lets you choose which sectors you want to connect with ropes (actually pulley systems).
0) (no connection),
1) N to (N+1) = Connect Adjacent sectors,
2) N to (N+2)
3) N to (N + 3)
4) N to (N+4) Connect Opposite sectors.
The pulley system is a 3 point connection:
Hinge(I) <-to-> Center of wheel <-to-> Hinge(J).
This seemed the simplest to model.
Don't think I would have been able to do the connections without storing the hinges in arrays as they were built. Thanks Marchello!
Options 1, 2, and 3 end up with two pulley systems per sector.
option 1 connects sectors 1&2, 2&3, 3&4, 4&5, 5&6, 6&7, 7&8, 8&1.
Option 2 connects sectors 1&3, 3&5, 5&7, 7&1, 2&4, 4&6, 6&8, 8&2.
Option 3 connects sectors 1&4, 4&7, 7&2, 2&5, 5&8, 8&3, 3&6, 6&1
Option 4 only needs four pulley systems total.
It connects sector 1&5, 2&6, 3&7, 4&8
After the script builds the model, there's an input slider for the rope length that you can adjust while the simulation is running. Slowly tighten the rope until you get it where you want it, then shut off the motor and watch it come to a stop.
It was expected not to work, and it lived up to its expectations beautifully.
Modified the MT24 simulation to include rope pull-throughs to another side. Thanks for everyone's helpful comments on what "G" was representing.
The script dialog box lets you choose which sectors you want to connect with ropes (actually pulley systems).
0) (no connection),
1) N to (N+1) = Connect Adjacent sectors,
2) N to (N+2)
3) N to (N + 3)
4) N to (N+4) Connect Opposite sectors.
The pulley system is a 3 point connection:
Hinge(I) <-to-> Center of wheel <-to-> Hinge(J).
This seemed the simplest to model.
Don't think I would have been able to do the connections without storing the hinges in arrays as they were built. Thanks Marchello!
Options 1, 2, and 3 end up with two pulley systems per sector.
option 1 connects sectors 1&2, 2&3, 3&4, 4&5, 5&6, 6&7, 7&8, 8&1.
Option 2 connects sectors 1&3, 3&5, 5&7, 7&1, 2&4, 4&6, 6&8, 8&2.
Option 3 connects sectors 1&4, 4&7, 7&2, 2&5, 5&8, 8&3, 3&6, 6&1
Option 4 only needs four pulley systems total.
It connects sector 1&5, 2&6, 3&7, 4&8
After the script builds the model, there's an input slider for the rope length that you can adjust while the simulation is running. Slowly tighten the rope until you get it where you want it, then shut off the motor and watch it come to a stop.
It was expected not to work, and it lived up to its expectations beautifully.
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
Attached is the WM2D script file that builds the MT-24 simulation.
- Attachments
-
- MT24_V1_Simulation.TXT
- MT-24 Simulation - WM2D script file
- (28.77 KiB) Downloaded 80 times
- Wubbly
- Aficionado
- Posts: 727
- Joined: Sat Jun 06, 2009 2:15 am
- Location: A small corner of the Milky Way Galaxy
- Contact:
re: MTs, WM2D, and WM Basic Language Script Code
MT-24 Observations: A connection between opposite sectors seems pointless. Before sector1 expands, the opposite sector 5 is already collapsed. So when the weight in sector 1 drops and tightens the rope, it tightens on an already collapsed hinge. The Bessler drawing is incorrect in this respect because it shows sector 5 not collapsed when the simulation shows it is.