It's just that when the pendulum was added to the clock and running at full speed, that it caused the clock to stutter, and did not stay in perfect sync. But it seems we've come to the conclusion in this thread that that isn't going to be possible with a pendulum running that fast--or perhaps it might, using that ActionTimer technique (I'm not sure)? But if it were, that's more work than my simple just-for-fun skin deserves!balala wrote: ↑March 13th, 2019, 5:14 pm Ok, long story short, I have your pendulum skin working and I have a clock. Since this discussion became in the meantime a little bit long (and I'm a little bit lazy - sorry), I'd like you to let me (us) know again what would you like to achieve.
Sorry, I know you've explained before. Thanks.
That is a great skin! I love the visuals. So I installed it, and changed the variable to two, as suggested. This caused all five balls to appear, but the three center balls disappeared again when I started it running? (Also, there wasn't any sound.)Just to self promote my previous work, I want to tell I also wrote a while ago a pendulum skin. Looking for it and trying it out now, I think if you want to try it, you have to make a small modification. Replace the Balls=0 variable with Balls=2 in the [Variables] section.
Here is the link, if you want to try it out.
It is a great demonstration of Newton's Cradle, just like someone may have a physical one on his desk. But I'm not sure whether the moving balls were intended to simulate a pendulum, in the sense of being in sync with a clock? Because it seems that that is not the case.
But I noticed that your clock also stuttered a bit at fairly regular intervals--it didn't jump two seconds, but it did very quickly step two consecutive seconds, so that there was only a very short interval between one step and the next? Did you notice this?
All of this was with my own clock/pendulum unloaded, so there should have been no interference. But my other skins were running, so perhaps the load was somewhat high?