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    SP3 Motor Boat sample.

    Scheduled Pinned Locked Moved SketchyPhysics
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    • C Offline
      CPhillips
      last edited by

      This includes new features buoyancy, magnets and keyboard control. It also features a old bugfix/new feature. You can group two joints together to make a composite joint (hinge+slider=corkscrew).

      Here I was trying to make a motor boat, something that wasnt possible in sp2. The trick is to get something to thrust the boat through the water. Propellers wont work because there isn't any fluid.

      So I connected a sphere to my boat object by grouping a slider and a servo. Connected the slider to the sphere and the servo to the boat. Now I can steer the sphere.

      To add the thrust I made the sphere magnetic and the boat a magnet. Set the strength of the magnet based on the controller "righty" i.e UP/DOWN on keyboard.

      So the sphere tries to catch up to the magnetic boat and pushes itself forward because it is connected to the boat by the gears. A perfect example of something that is completely Impossible in real life but works great in SP. πŸ˜„

      But it still doesnt work very well because there is no fluid to try to keep the boat following its keel. It might work better as a zero gravity thruster....


      MotorBoat2b.skp

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      • L Offline
        l.frisken
        last edited by

        looks good, but wouldn't it be good if someone could devise a simple form water like in computer games or something so that you could have like a propeller or something or at least maybe a thruster motor as a choice of moor?

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        • K Offline
          kprice
          last edited by

          It seems something like "linear aerodynamics" should be manageable.
          Lift = lift_constantangle_of_attackvelocitywing_area, in direction perpendicular to velocity
          Drag = drag_constant
          angle_of_attackvelocitywing_area, acts in direction parallel to velocity.

          Lift_constant and drag_constant should be functions of angle of attack, for example if Lift_constant goes to zero at some maximum angle of attack it will represent stalling of the wing.

          This is somewhat similar to a magnet whose force depends on velocity of the object, instead of the distance to another object...I guess I need to peek at the magnet code.

          Kirk

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          • C Offline
            CPhillips
            last edited by

            @kprice said:

            It seems something like "linear aerodynamics" should be manageable.
            Lift = lift_constantangle_of_attackvelocitywing_area, in direction perpendicular to velocity
            Drag = drag_constant
            angle_of_attackvelocitywing_area, acts in direction parallel to velocity.

            Lift_constant and drag_constant should be functions of angle of attack, for example if Lift_constant goes to zero at some maximum angle of attack it will represent stalling of the wing.

            This is somewhat similar to a magnet whose force depends on velocity of the object, instead of the distance to another object...I guess I need to peek at the magnet code.

            Kirk

            You sound like you know what you are talking about... It went over my head. πŸ˜„

            
            dVector delta = body->location - magnet->location;
            dVector dir = delta.normalize();
            dVector force = dir.Scale(body->mass * magnet->strength / delta.squaredLength());
            NewtonBodyAddForce(body,force);	
            
            

            Its also easy to get the body linear and angular velocities.

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