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Found 5 results

  1. A very simple technique (hijack/misappropriation of part) with part number 54090 Aircraft Fuselage Curved Forward 8 x 16 Bottom. The concept is super easy, and there are a lot of of people who don't know what to make of their airplane fuselage. They are so big. So there, with 2 parts, you have a boat hull, and in addition the studs are in the right place to put the tiles and plates at an angle, to make the edges. You can construct, boat, dugout, canoe, etc. Boat concept with Part 54090 by Horlack, on Flickr
  2. Hi there, I have been reading this forum for quite a while but this will be my first post. I need to achieve some angles with beams that are not standard, i.e. not obtained directly with angled beams: 18.435º, 14º, etc. So I found two really interesting blog posts from Neil Webber: Lego Technic Triangle Geometry and Geeking out even more with Pythagoras and Lego triangles. In the first one, Neil presents a program to look for triangles with specific angles. The length of the sides of the triangles may be natural number or fractional using a 0.5 offset. In the second one, Neil show that the geometry that the Technic bricks allows to use offsets of 0.2. This is very useful to be able to reduce the size of the triangles. So I have experimented in LDCad to build these offsets. Here are my findings: There are many ways to obtain a 0.5L offset, here is one simple: offsets 1 The following one is for the 0.2L offset family. It is quite compact, but is maybe an illegal build (stud inserted in a Technic hole): offsets 2 I think the next one is legal and quite sturdy: offsets 3 Yet another possibility: offsets 4 What do you guys think of these solutions regarding the compacity and sturdiness? Also, I think it could be possible to achieve 0.1L offset combing 0.6 and 0.5 offsets, but I do not have a solution yet.
  3. ExeSandbox

    MOC: Container House

    I saw an image of a container house somewhere and I thought "Hey, I should build that in LEGO..." Fast forward a year and I finally got to making it. It also gave me the opportunity to play around with some angles with both the containers and decor elements. (I didn't place the stuffs on a single stud and just rotate it (except for the tiles leading to the door, but each of them is still connected to a stud). I relied on the probability of stud connections for a certain angle, for solidity. Not cheating ) Also thought it would be cool to differentiate the wall texture on each of the containers.The back panels of the containers can be hinged open to reveal the inside, which is also fully detailed (and totally clean too..., somehow I can't build dirty houses). Aside from that, there are many details to spot for. More images can be seen at my Flickr page
  4. Update I rewrote the script in C++ and built 2 binary versions of the tool - 1 for windows and 1 for Linux. I have not been able to test them extensively and they do have bugs which I hope to fix soon. I could not attach them to this post as the file size is too large. Windows version tested on a fresh install of Windows 7 Professional (don't have anything more recent), Linux version tested on a fresh install of Ubuntu 16.04 technicAngles_Windows technicAngles_Linux Original post: Hey all Hope this is the right place to post this, if not, moderators please move to wherever it should go. Also, long post alert! I was recently looking for a way the recreate an angle (within a certain range) using technic bricks and after some twiddling around by stacking lots of technic bricks and rotating another brick fixed to the stack with a pin in order to find where the holes would line up I realised a) that this was not very precise (I did find 1 illegal connection that seemed to work perfectly) and b) that it might take forever. What to do? Automate! I quickly hacked a small Python script together that would calculate all possible pythagorean triangles by stacking bricks - done. Or was I? Well, for my original purpose I was. But then I looked at the list of angles the script had returned and realised that I was having trouble imagining what a certain angle/triangle actually looked like. This is where ambition took over. I started to add a graphical user interface which would draw the triangles calculated by my script - this took a lot longer than the mere calculation script. A LOT longer Anyway, it works nicely now. Some screenshots (click on them to view a larger version) Now, I don't know if this tool would be of any use to anyone (maybe everyone knows these angles by heart) but I thought I'd share it anyway. The problem here is that it requires Python and Qt4 and anyone who'd like to use the script should have these installed and while I can and will give every bit of information and help concerning my script I simply do not have the time to help people to set up Python and Qt4 (and PyQt) on their computers. Anyone who has these prerequisites fulfilled should be able to download the attached files and run it without a problem. Alright then, some pointers on how to use it: Checkbox "with half offsets": when checked the calculations will include technic brick 1 x 2 with 2 holes which basically means half a hole offset. Checkbox "with multiples": when checked the same angle may appear multiple times as doubling the length and height of a triangle will result in the same angle. Fields "Max. length" and "Max width": when left empty the script will use a maximum length of 15 holes (16 stud brick), use any other value you like - the larger, the more different angles you will get. When you've made your choices click "Calculate" or press "ENTER". The script will generate a list of triangles and display it in the table. Click on any entry in the table to see a graphical representation of the triangle on the right side of the window. The currently displayed triangle can be saved as an image (.png) by clicking on, yes you guessed it, "Save Image". The image will be saved in the same location as the script resides. That's about it. I have tested this on Ubuntu Linux 14.04 using Python 2.7.6 and Qt4 and on Windows 7 using Python 2.7.5 and Qt4. If you think you've found a bug please email me (address is in the source code or the about window) with a description and a way to reproduce it and I'll see what I can do. The reason I chose Python/Qt is that it is platform independent and the script should run on any operating system which supports the 2 - also because I'm lazy and I have the 2 already installed. At the same time I realise that it is not for everyone because of the need to have them both installed. Here's hoping that at least 1 person finds this useful Feedback is always welcome of course. Cheers
  5. Hello. I've repeatedly found the handlebar piece (30031) difficult to work with, and trying it again proved no different. What I'm trying to do is connect a handlebar (at a 45 degree angle) with a horizontal or slightly upwards-facing and otherwise unattached minifigure torso (only connected by its grip on the handlebars). Does anyone know how to do this? I'm using the MINI UPPER PART 2K version of the minifigure torso, if that matters. Here's a quick sketch of what I'm trying to achieve. The minifig torso is blue, the arms are green, the hands are orange and the handlebars are the grey part.