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    MSPhysics 1.0.3 (16 October 2017)

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    • F Offline
      faust07
      last edited by

      Thanks Anton for making MSPhysics better and better. First impression of running an old model with Curvy Pistons with version 0.9.9 - all moves but some objects move backwards... - I will test in the next days what I must change to get the desired results.
      Merry Christmas to all friends of SketchUp, physics and animation.


      XmasOnIce_fr98.jpg


      Merry_Christmas_2016.jpg

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      • robintR Offline
        robint
        last edited by

        Hi MSP's

        Herewith my mortar gun model, run and tap space bar, adjust azimuth with rotate tool on all the gun. Adjust charge by piston rate

        I thought I might add display of distance to first landing (just like a real gun spotter?


        mortar.skp

        As one door closes another one slams in your face

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        • S Offline
          SketchyPhysicsNutt
          last edited by

          Hi robint your original model falling block8 and script anton
          helped u with i found very interesting thx.

          I set block material to gold / elasticity to 2.00 and got a
          bouncing ball i like the affect max elasticity gives u.

          Gif starts on 2nd bounce then breaks free on 3rd and keeps bouncing

          http://s24.postimg.org/41779b5dx/bounce.gif

          Tez

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          • robintR Offline
            robint
            last edited by

            Indeed, it becomes quite addictive I found. I wish I knew more about ruby script
            I want to xfer the script to my mortar gun, try to get muzzle velocity, distance to target and time of flight

            cheers, have fun

            Robin

            As one door closes another one slams in your face

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            • S Offline
              SketchyPhysicsNutt
              last edited by

              Im no script monkey as well wish i was....but im experimenting connecting two servo's for swivel and tilt with your mortar gun model no luck yet πŸ˜„

              Antons original script has come in handy with my trebuchet/catapult models and projectiles

              THX Robin happy new year

              Tez

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              • robintR Offline
                robint
                last edited by

                Yes I tried that, but the outer gun barrel has to be made up of 4 flat slabs grouped together and made static which is why it wont move, else the ball just falls through it

                only way I found was to use the rotate tool before hitting go

                not very elegant

                perhaps someone else will pitch in

                Cheers

                Robin

                As one door closes another one slams in your face

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                • robintR Offline
                  robint
                  last edited by

                  Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

                  I put the sound byte into the UI sound tab, but nothing happens? WOTODO?

                  Robin

                  As one door closes another one slams in your face

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                  • P Offline
                    PituPhysics
                    last edited by

                    @robint said:

                    Anyone know how to put sound into script eg a sound wav called "cannon" to be played when I press space bar (which also fires the cannon ball

                    I put the sound byte into the UI sound tab, but nothing happens? WOTODO?

                    Robin

                    Hello Robin. I wrote a script to display the distance of bullet and target, the time of flight and play the sound. But the "Update Timestep" change it to Normal 1/60 on the Simulation tab.

                    Try this:

                    mortar 2.skp

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                    • S Offline
                      SketchyPhysicsNutt
                      last edited by

                      Great script inside PituPhysics 'Distance and time of flight' perfect for projectiles

                      thx
                      Tez

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                      • robintR Offline
                        robint
                        last edited by

                        Hi PP

                        some good stuff there, doesnt make the sound?

                        take a look at my falling block as it uses the ontouch procedure to capture the distance at the moment of first impact

                        Another way might be to insert some magnetism into the ball, floor and target so that the missile sticks to its first landing place, as with a real mortar

                        Have tried to use magnetism in UI but doesnt seem to have any effect? 😲

                        What am I doing wrong?

                        Robin


                        mortar 3.skp

                        As one door closes another one slams in your face

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                        • P Offline
                          PituPhysics
                          last edited by

                          I made more models to be more opportunities.

                          1.) Frozen: mortar 4.1.skp

                          2.) Hide: mortar 4.2.skp

                          3.) Simulation pause: mortar 4.3.skp

                          And magnet test:magnet.skp

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                          • robintR Offline
                            robint
                            last edited by

                            Hi PP

                            tried your magnet and I am baffled as to why its so very slow, <2fps. tried everything to speed it up. Sketchy physic was much faster? I made ther executive balls desktop toy by putting all the balls as pendulums in a frame and colliding. It was fast and realistic?

                            Robin

                            As one door closes another one slams in your face

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                            • robintR Offline
                              robint
                              last edited by

                              Even stranger, I managed to get my balls to clang together at 30 fps, but unable to simulate repulsion even with negative magnet values? I notice that perhaps magnet is a wrong term as it behave more like gravity between two masses (hence no repulsion effect)

                              Universal gravitation equation

                              F = GMm/R2
                              

                              where

                              F is the force of attraction between two objects in newtons (N)
                              G is the Universal Gravitational Constant = 6.674*10βˆ’11 N-m2/kg2
                              M and m are the masses of the two objects in kilograms (kg)
                              R is the separation in meters (m) between the objects, as measured from their centers of mass
                              

                              notice how the ball is attracted to the target even though the target has no magnetic force

                              for example

                              Robin


                              my magnetic balls 1.skp

                              As one door closes another one slams in your face

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                              • robintR Offline
                                robint
                                last edited by

                                Hi PP

                                Got as far as 4.3 and it certainly is the cats whiskers, like the disappering effect in 4.2, all we need is a little pop up explosion (still no sound on mine?)

                                I dont understand what is affecting the fps so drastically? It goes from 30fps down to 4 or less

                                Robin

                                As one door closes another one slams in your face

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                                • robintR Offline
                                  robint
                                  last edited by

                                  Playing with real shells. Wonder how I can get the nose pointing along the path? hmmm ❓ notice the fps is 27, yet on some of the models its very slow 2fps


                                  mortar 5.1.skp

                                  As one door closes another one slams in your face

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                                  • P Offline
                                    PituPhysics
                                    last edited by

                                    For me 63 fps.

                                    mortar 5.2.skp

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                                    • robintR Offline
                                      robint
                                      last edited by

                                      Wow PP that has blown me away, havent looked into detail yet, tomorrow am

                                      Now could this be mounted on a tank? Forward, left, right track

                                      Then we could have two or more, multi players

                                      Tank battle, forests, obstacles, terrain, mines, smoke etc

                                      Pls assume all rights, I'll be your beta tester and write the manual

                                      Robin

                                      Ps I wrote a game like this in BASIC years ago, for four players, it was extemely addictive, hidng under tree cover trying to guess where you opponents were. Each tank had a home base corner and had to return for new ammo and fuel. we spent hours on it

                                      I turned this into a kids game sliding around on mats on a polished wood floor blindfold, getting coded instruction from their base commanders. They fired foam tennis balls at each other and only had three reserve tanks. Couldn't get them out of the classroom, oh and they had to give their instructions in a foreign language, French German, Italian and swedish - a summer uni job - but the kids loved it

                                      Robin

                                      As one door closes another one slams in your face

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                                      • robintR Offline
                                        robint
                                        last edited by

                                        Hi PP
                                        changed the angle so its a cannon 0 - 80deg azimuth control
                                        just gets better πŸ˜„


                                        mortar 5.3.skp

                                        As one door closes another one slams in your face

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                                        • I Offline
                                          INVR
                                          last edited by

                                          I have a little issue where sometimes when I run the sim (simple hinges) it starts scanning and objects seem to disappear. I can control the camera and see them or half of the object. But it gets worse and worst until I have to reset it. Is there any steps I can take to fix this?

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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            INVR, camera clipping is very like caused by some objects falling down too far away from camera. To fix this, find the objects that fall down non stop and draw a floor below them or set them to ignore if they are not necessary for the simulation. These objects could be hidden groups or hidden layers. So uif you unhinde everything, and run simulation, you should be able to notice which objects do that.

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