![]() ![]() Zoom out with right mouse click when zoom in is activated.Rotate 3D object (and pan 2D view) by holding the mouse wheel.Information in status bar was not shown. ![]() Increased drawing speed in Graphic Output (new line draw algorithm).Allow double clicking to edit when the cell is too small to show all contents.Tooltip uses correct font in table headers.Switch off temperature profile in Graphic Output when making figures for graphic report.tr2 file not translated correctly to Areas and U-values when 2D-model not loaded in XY-plane. Avoid accidental very small zoom windows on left mouse click.Avoid erroneously reverting to linearized black radiation heat transfer coefficient as defined in Calculation Parameters in between cycles.Column and row header of active cell highlighted with changed background color instead of bold font.Because of the torque and displacement settings on rotors (and the way they appear flexible about these in a way that pistons are not) you can merge as many rotors together onto a single joint as you want (within reason).(Scroll down for presentation on new functionalities) The game engine doesn't appear to be able to handle this at the current time. When you add more points of attachment it becomes rigid, and the piston synchronisation needs to be perfect. When you attach a door by 2 points, (or a platform by 4 points) it allows a degree of variance in the piston positions. However there is enough variance for the game to care about it. They are close to perfect, and you'd be hard pressed to tell by eye. The pistons are not 100% precise when they move. But even if it does work, it seems to cause problems over time with use - mostly broken pistons and deformed blocks. Sometimes it works for me, sometimes it doesn't. I've always had problems merging more than 2 pistons on a door or 4 on a platform. ![]()
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