Tabletop Simulator

Tabletop Simulator

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Analogue Timer [old pre-scripting project]
   
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10 Dec, 2015 @ 5:18pm
5 Apr, 2016 @ 2:08pm
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Analogue Timer [old pre-scripting project]

Description
Now updated to add a seconds-hand and to function as though it were a real clock.

Seconds, minutes and hours hands all count out the time accurately.
To start the clock, aim for the tip of the red seconds hand and un-Lock it.

You must disable Semi-Lock in Host Options.

N.B. - Modder's note:
This is a very old upload from 2015, from a long time before scripting was added to TTS and before many, many updates in general. This 'working analogue clock' was cobbled together out of contrivances of the joint tool, partially pushing colliders together to confuse TTS a little intentionally in certain ways. I did it to amuse myself as a project to learn how to use TTS - I suppose I've just left it up on the workshop out of nostalgia. The title has been changed from 'Working Analogue Clock Timer' to make more apparent that it is no longer something that could be considered a 'working' item.
12 Comments
Rustic Clover 8 Apr, 2019 @ 10:19pm 
Okay but will we ever get a working scripted analogue clock? Because the model on this looks quite nice.
Cluny  [author] 3 Oct, 2018 @ 7:03am 
This is a very old upload from 2015, from a long time before scripting was added to TTS and before many, many updates in general. This 'working analogue clock' was cobbled together out of contrivances of the joint tool, partially pushing colliders together to confuse TTS a little intentionally in certain ways. I did it to amuse myself as a project to learn how to use TTS - I suppose I've just left it up on the workshop out of nostalgia. I think I'll change the title to make it more apparent that it is no longer something that could be considered a 'working' item.
Hiram Abiff 3 Oct, 2018 @ 4:18am 
Well this is pretty cool and is close to what I was looking for, but after doing some testing, it seems like the motor velocity has a problem with being accurate enough to maintain correct time. After a few minutes pass, the minute and second hand lose sync.

I made a script that unlocks the second hand and locks it again after 15-60 seconds and prints the rotation to the chat. Even without touching anything under the joint options, with each test it seemed to have a tendency to always be off by 0.05-0.2 of a degree; which doesn't seem that much, but with every minute that passes, the second and minute hand become more and more out of sync. This leans me to thinking that the motor velocity isn't correct, but the values are accurate to a real clock, so I'm confused as to why the degrees of rotation is different each time.
maximo1984 26 Nov, 2016 @ 5:38am 
not showing up in my workshop? Otherwise, looks very nice
Knil  [developer] 17 Dec, 2015 @ 11:33am 
Woah awesome work! I need to give the joint tool some more love.
Mora 15 Dec, 2015 @ 6:32pm 
Very nice work!
Cluny  [author] 14 Dec, 2015 @ 2:40pm 
Clock is updated to add a second-hand and adjust rotation-rates to match a real clock.
Baryonyx 14 Dec, 2015 @ 2:28pm 
Great update, now it is perfect! Thank you!
Cluny  [author] 13 Dec, 2015 @ 7:29pm 
I will make the requested changes within 24 hours if I find they are practicable.
Baryonyx 13 Dec, 2015 @ 5:23pm 
I like the concept very much, but if the minute hand counts out 60 seconds it is a second hand right?
Can you try to find the motor velocities for making the minute hand actually count minutes and also for the hour hand? Would be nice to have a *real* clock.