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    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

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


      mortar 5.1.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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*10โˆ’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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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? ๐Ÿ˜ฒ

      What am I doing wrong?

      Robin


      mortar 3.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      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

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      I am pleased to report, that after a tedious uninstall of msp and a clean instal of 0.9.9, everything now seems to work ok

      Overwriting existing files looks unwise and it was severely screwed up

      I would advise users

      Cheers

      Robin

      PS I made the block and floor out of tungsten carbide, so the block didnt penetrate AKAIK, but bounces as expected


      falling block8.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      Very strange Anton, I removed the sphere from the model to avaoid confusion , but on mine Falling block 7 the whole model falls. I must assume I got a corrupt installation, so will start again afresh back to 0.9.8 and fb 6

      Cheers

      Robin

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      Hi Anton, installed 0.9.9 and restarted SU
      but its screwed up my model?
      It falls downwards and I cant get the static floor to work as before, also the script stopped working
      Did I do a corrupt installation?

      Should I have deleted 0.9.8 first - you didnt say?
      I assumed it would overwrite and update itself
      Where to go? delete and start fresh installation or go back to 0.9.8?

      What to do? ๐Ÿ˜ณ

      Robin


      falling block7.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      At last

      Terminal velocity
      Time
      Distance

      Now the basis of my cannon project

      Anton has made a sophisticated urret thingy available on 3D warehouse/msphysics

      but I want to make a simpler model for a gunner with inputs for
      horiz angle
      Azimuth
      muzzle velocity
      Range (from a range finder measurement of a distant target placed at random)
      Air density (from Bar pres, RH and temp)
      Air friction ?

      output > distance landed from target (eg a forward spotter)

      Simplistic stuff for a Napoleonic gunnery officer

      Maybe a moving target next (eg tank)

      On the 7th day god made Robin


      falling block6.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      Hi Anton

      Just seen your Turret thingy, blown away by it
      30 pages of code - I might as well try and become a brain surgeon!

      Link Preview Image
      3D Warehouse

      3D Warehouse is a website of searchable, pre-made 3D models that works seamlessly with SketchUp.

      favicon

      (3dwarehouse.sketchup.com)

      Very skilful

      Robin

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      Anton, ooh that is nice

      from little acorns, great oaks grow

      So now we have a timer as well

      Maybe add

      add the x.y.z distance travelled

      and then I can perhaps simulate a cannon firing a cannon ball at a target

      and with a bit of wind and air friction, elementary gunnery for the Napoleonic War

      I will of course present my models to you for the consideration of others in the interest of MSP

      Cheers, many thanks
      Robin


      falling block4.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics 1.0.3 (16 October 2017)

      @gilles said:

      I had issues with MS UI: modifying values, sometimes works sometimes not. ๐Ÿ˜ก

      Then I notice this: typing a value +enter or tab does not work. ๐Ÿ˜ฎ
      Typing a value + click outside the input box worksโ€ฆ ๐Ÿ˜ฎ

      Just for anybody else having the same troubles.

      [attachment=0:3sqfwcxi]<!-- ia0 -->MS-UI.gif<!-- ia0 -->[/attachment:3sqfwcxi]

      Mac OSX 10.8.5, SU2015.

      Hi gilles

      I don't know if this is related but i noticed that when trying to alter friction, on cursor in window an X appears on the rhs and a new input will only be accepted after mouse over click X which blanks the window for a new entry

      kinda convoluted

      Robin

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      Hi Anton

      Installed your script, works a treat and pretty accurate ๐Ÿ˜Ž

      However I have meddled and got stuck, I cant find a way to print another result on a new line, tried everything, puts, print (can't find sprintf in docs either)

      As you see I want to print elapsed time as well and it works but overwrite the Max Speed result on the same line

      I feel really dumb getting stuck on this trivial matter, pls help ๐Ÿ˜ข

      BTW would I be right in saying that MSP script is a subset of official Ruby 2.0 and some elements like puts and print (they dont do anything on screen or riase an error)are left out?

      Cheers

      Robin


      falling block3.skp

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      Sorry, Im getting tired

      I meant it should retain the highest last value in note when the block stops

      Apologies

      Robin

      posted in Plugins
      robintR
      robint
    • RE: MSPhysics tests and questions

      Maybe uncovered a nasty bug? Anton

      Here's a suggestion from your speed indicator

      onUpdate {

      Get current velocity

      cv = this.get_velocity

      Output it in the note

      note = sprintf("Velocity: (%.3f)", cv.z)
      simulation.display_note(note)
      }

      When it runs, on collision it displays 0.00 as expected, the block has stopped but we lost the terminal velocity

      Could we say put an IF loop in the output velocity to note, only iff velocity <say .5m/s, then it should go to zero when the block stops (assuming no bounce)

      Just a thought, maybe a simpler approach? from a ruby newby

      Cheers

      Robin

      posted in Plugins
      robintR
      robint
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