MSPhysics 1.0.3 (16 October 2017)
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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
Antons original script has come in handy with my trebuchet/catapult models and projectiles
THX Robin happy new year
Tez
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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
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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
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@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:
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Great script inside PituPhysics 'Distance and time of flight' perfect for projectiles
thx
Tez -
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
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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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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
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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*10−11 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
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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
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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
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For me 63 fps.
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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
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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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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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Testing "export replay to images" in SketchUp 2017.
The result is incomplete images with always the same empty white parts..
The same happens when using the following line in a MSPhysics script:Sketchup.active_model.active_view.write_image("e;/MSPh_Temp/frame_%06d.png" % frame,1600,900,true,1.0)
How should it be right for SUp 2017?
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Hi, Anton. Here I have yet an other question:
It would be great if, for example, there would be a mode for the servos to hold the joint exactly at the center of rotation and completely prevent the centrifugal forces and the pulling out of the components involved.
In the enclosed example, I have not found any way to keep the outer sections of the wings exactly at the center of rotation of the servos. There always develops a gap between the parts.
Have screwed at all settings and nothing was useful.
It seems to be a kind of inertia of the outer wing segments, which can not be stopped by reducing weight, gravitation, friction, etc.
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Hi Anton, is it possible to control the movement of a servo motor with a function of time. An Excel file ? In the command section can replace the slider by a function of time ( ontick ? ). ... thank you very match.
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Yes, luckyvac, it is possible to control servo angle through a function of time. There are lots of ways it can be done. One way is to simply write a function into the controller section of the the servo. Say, you want to control the angle of the servo, in degrees, with a function f(t) = t*3 + 150.
Converting it to ruby and MSPhysics, the code would like like this:world.time * 3 + 150
. If you paste this snippet into the controller section of a servo, it will have the servo angle be the value of this function at simulation time, t.
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