{"action":"created","issue":{"url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/180","repository_url":"https://api.github.com/repos/phetsims/forces-and-motion-basics","labels_url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/180/labels{/name}","comments_url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/180/comments","events_url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/180/events","html_url":"https://github.com/phetsims/forces-and-motion-basics/issues/180","id":145763985,"number":180,"title":"Significant delay before being able to push again after a fallen position","user":{"login":"phet-steele","id":5863899,"avatar_url":"https://avatars.githubusercontent.com/u/5863899?v=3","gravatar_id":"","url":"https://api.github.com/users/phet-steele","html_url":"https://github.com/phet-steele","followers_url":"https://api.github.com/users/phet-steele/followers","following_url":"https://api.github.com/users/phet-steele/following{/other_user}","gists_url":"https://api.github.com/users/phet-steele/gists{/gist_id}","starred_url":"https://api.github.com/users/phet-steele/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/phet-steele/subscriptions","organizations_url":"https://api.github.com/users/phet-steele/orgs","repos_url":"https://api.github.com/users/phet-steele/repos","events_url":"https://api.github.com/users/phet-steele/events{/privacy}","received_events_url":"https://api.github.com/users/phet-steele/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/labels/status:ready-for-review","name":"status:ready-for-review","color":"3E766D"},{"url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/labels/type:question","name":"type:question","color":"EDCB62"}],"state":"open","locked":false,"assignee":{"login":"jessegreenberg","id":6396244,"avatar_url":"https://avatars.githubusercontent.com/u/6396244?v=3","gravatar_id":"","url":"https://api.github.com/users/jessegreenberg","html_url":"https://github.com/jessegreenberg","followers_url":"https://api.github.com/users/jessegreenberg/followers","following_url":"https://api.github.com/users/jessegreenberg/following{/other_user}","gists_url":"https://api.github.com/users/jessegreenberg/gists{/gist_id}","starred_url":"https://api.github.com/users/jessegreenberg/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jessegreenberg/subscriptions","organizations_url":"https://api.github.com/users/jessegreenberg/orgs","repos_url":"https://api.github.com/users/jessegreenberg/repos","events_url":"https://api.github.com/users/jessegreenberg/events{/privacy}","received_events_url":"https://api.github.com/users/jessegreenberg/received_events","type":"User","site_admin":false},"milestone":null,"comments":6,"created_at":"2016-04-04T18:19:50Z","updated_at":"2016-04-05T17:09:43Z","closed_at":null,"body":"If the pusher enters his fallen position because max speed is reached, there is a significant amount of time before the pusher will \"stand\" again after an object dips back below max speed. @jessegreenberg Disclaimer: it makes sense to me that the pusher won't immediately stand again when he is still on screen (for various reasons); this issue deals with the pusher being off screen for awhile and an object being at max speed for a good handful of seconds.\r\n\r\nThis can be seen via two ways:\r\n\r\n1. Either make an object reach max speed, then grab and (immediately) release the object:\r\n![famb01](https://cloud.githubusercontent.com/assets/5863899/14258211/9f8ead48-fa5e-11e5-9f1c-298e50c17b5e.gif)\r\n\r\n2. or, make an object reach max speed, then apply lots of friction:\r\n![famb02](https://cloud.githubusercontent.com/assets/5863899/14258299/20d112ba-fa5f-11e5-8a1d-47d674196a56.gif)\r\n\r\nI'm thinking that in cases like the above, wouldn't it be better to be able to apply force right away? Each video above has a 3-4 second wait where an object is not at max speed but still cannot be pushed."},"comment":{"url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/comments/205900611","html_url":"https://github.com/phetsims/forces-and-motion-basics/issues/180#issuecomment-205900611","issue_url":"https://api.github.com/repos/phetsims/forces-and-motion-basics/issues/180","id":205900611,"user":{"login":"phet-steele","id":5863899,"avatar_url":"https://avatars.githubusercontent.com/u/5863899?v=3","gravatar_id":"","url":"https://api.github.com/users/phet-steele","html_url":"https://github.com/phet-steele","followers_url":"https://api.github.com/users/phet-steele/followers","following_url":"https://api.github.com/users/phet-steele/following{/other_user}","gists_url":"https://api.github.com/users/phet-steele/gists{/gist_id}","starred_url":"https://api.github.com/users/phet-steele/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/phet-steele/subscriptions","organizations_url":"https://api.github.com/users/phet-steele/orgs","repos_url":"https://api.github.com/users/phet-steele/repos","events_url":"https://api.github.com/users/phet-steele/events{/privacy}","received_events_url":"https://api.github.com/users/phet-steele/received_events","type":"User","site_admin":false},"created_at":"2016-04-05T17:09:43Z","updated_at":"2016-04-05T17:09:43Z","body":"> it seems the simple rule of just allowing the slider to be active as long as the object is below max speed would work. Do you see any issues there?\r\n\r\n@jessegreenberg @ariel-phet I don't see any problems right away with this. As long as the sim NEVER grays half of the slider when friction > 0, I think this will be a decent change. Otherwise I'm thinking the sim will have an annoying \"flicker\" when the slider grays then immediately enables when dipping below max speed. So the \"Motion\" screen will always gray at max speed (since no friction), and the last two screens will only gray when friction is zero."}}