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    MSPhysics 1.0.3 (16 October 2017)

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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 😄

      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*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


                      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 😄


                                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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                                    • F Offline
                                      faust07
                                      last edited by

                                      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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                                      • F Offline
                                        faust07
                                        last edited by

                                        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.


                                        TestBirdWing0001.gif


                                        WingTest-SUp-MSP_01.jpg

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                                        • luckyvacL Offline
                                          luckyvac
                                          last edited by

                                          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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                                          • A Offline
                                            Anton_S
                                            last edited by

                                            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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