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    • RE: MSPhysics tests and questions

      Hi Anton

      Just when I thought you cracked it with speed, something strange happens

      When dropping the block from 10m = ok = 14m/s as per calc (see model)

      Move the block down to 5m => nonesense answer like 0.07... (should be 9.9m/s)

      Yet move block to other elevations like 8.5m or 2.5m , seems to work ok (but I haven't checked the result against calcs (12.9, 7)

      So I am completely stumped πŸ˜’

      BTW sometimes the block appears to penetrate the baseplate and slowly return to zero, could this be the reason?

      Thats ruined my day

      Cheers

      Robin


      falling block2.skp

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

      Thank you so much Anton, I was just about to post an apology for a stoopid boy Pike moment (no smilie for Duh 😳 )

      but I read the second line and it outputs frame to screen, what a numpty

      You gave me some other scrip that outputs velocity, strange to note that the cube reaches a terminal velocity ca 2m/s ca halfway down - intriguing. Is there something in there that simulates viscosity?

      onUpdate {

      Get current velocity

      cv = this.get_velocity

      Output it in the note

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

      Cheers

      Robin

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

      A bing moment has occured β˜€

      when I # out the reset line, I just had a ontouch line only and it outputs to screen what might be some sort of final velocity m/s on impact (according to the script info)

      pls see model

      Now I cant yet correlate that to the calc velocity which should be 14m/s on impact from 10m
      it comes out at 58 and varies with the UI sim setting of Newton update rate (currently 10)

      also from dropping from 5m gives 33 (should be 9.9m/s and is 1/sqr2 - .707) whereas 33/58 is ca.57

      maybe some dynamic friction in play?

      Is this a worthwhile line of enquiry?

      Cheers

      Robin

      ps the ball is in anton's examples funny little thing - and something for gamers pool table maybe?


      falling block.skp

      posted in Plugins
      robintR
      robint
    • Creating a timer in script

      Hi SU fans
      Can anyone help me make a timer to display the interval (secs) of a falling object hitting a baseplate (see model)

      Faust kindly contributed this to detect the object hitting the plate - it resets on impact and I loose all the time info on screen. There is no pause or stop action to replace reset AFAIK

      onTouch { |toucher, position, normal|
      MSPhysics::Simulation.reset
      }

      I have discovered the

      start_timer and stop_timer

      action but don't know how to use it
      Ideally the interval result should be displayed on screen or otherwise accessible, and there should be a facility to have a coeff to adjust the result to the correct answer - frig factor (1s) as I noticed the on screen timer/fps is not accurate and depends on several settings (time step, linear damping et al)

      Sorry to be a Ruby newbie but trying my best 😞
      and this could be so useful for dynamic simulation validation
      Cheers

      Robin


      falling block.skp

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

      Well we are both struggling, blind leading the blind

      FYI this timer thing is fundamental to simulating physical systems (mass speed acceleration)

      The on touch is a good start, just need to time the sequence and display result on reset

      opens up a whole new way of simulating mechanical systems

      as fundamental say as a thermometer is to tell you the temperature - if you see my point

      so I must perservere. If I get a result I will post it you

      Cheers

      Robin

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

      Hi Faust

      Through the Ruby Code editor, I found a start_timer and stop_timer function

      Would this help?

      Say put start at the top to activate when staring sim,

      then stop_timer after the reset action line

      then display timer?

      sorry my newbie attempts at script (do you hav any recommendations on the best way to learn script for MSP - there's so much flack out there its hard to know where to start)

      Cheers

      Robin

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

      @faust07 said:

      Hi Robint
      Put this script into your baseplate (copy the 3 lines, select the plate, open MSP UI, select "Script", paste the lines into the Script window, run MSP):

      onTouch { |toucher, position, normal|
      MSPhysics::Simulation.reset
      }

      and the simulation stops "onTouch".

      Hi Faust, thanx for the tip, but not quite there yeet

      the simulation resets and I lose all the time/frame data at the bottom of screen - which is what I need for this to be useful.

      I tried .pause and .stop but they dont exist

      Is there something else I could try?

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

      Hi All

      Not wishing to hijack this OP, but I cant see where to post otherwise
      so here goes. Attached is a simple falling block assy to test the validity of accel due to gravity, ie block should fall 9.81m in 1 sec, all thing set right.

      What would be nice is to have a script that stopped the sim once the bloack collided with the baseplate. In theory I should be able to read the time taken, no of frames etc on the bottom lhs of the screen, but just now I approximate this by tapping pause on eyeballing the block - not very accurate at all

      Iv'e seen there is an "on touch" script with slamming doors but Im still a ruby newbie

      Is there a way to stop the sim on block reaching the baseplate?

      FYI If I can get this to work for my students, then the next step is to simulate the viscosity experiment using a falling sphere in fluid, but I dont know if SU can simulate viscous fluid yet?

      Great stuff on this page, I am truly humbled

      Robin


      falling block.skp

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

      @anton_s said:

      Hi, Robin,

      I just revised the spring joint to base on Hooke's law. Just need to adress a few other things before its ready for the release.

      Regards,
      Anton

      Hi Anton

      It occured to me loking at the motor joint, that it would be neat to have control sliders on important coeffs, of spring rate, friction, and damping, help to speed up student experience

      BTW just seen some example in Sketchucation, blown away with the talent out there

      Hope my little exercises aren' t too dull

      Cheers

      Robin

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

      @anton_s said:

      Hi, Robin,

      The block doesn't sit still probably because you disabled the friction. Enabling the friction checkbox option for the block and for the floor contacting the block will fix the wandering off behavior.

      I will add an option to control accel and damp with the SI units in the upcoming release. At the moment, I figured that spring constant is roughly equals to (accel * 7 - damp), when spring joint stiffness is set to 1.0.

      Edit: Ensure that both anuglar and linear damping for all bodies are set to zero. This improves the closeness.

      Anton

      Yes indeed, improved action, I missed the friction box

      Herewith a revised model changing block mass from 0 - 0.5 kg gives a displacement of 0 - 1.0 so the spring rate is 2

      spring stiff 1 (what does this do?)
      Accel 1, damp 1.5 (gives critical damping approx)

      changing sample rate from 1/60 to 1/240 changes the whole model performance

      iterations 16 - improves stability

      the plane has a mass of 0.01kg, lowest i could get without instability

      So Ive actually got a spring damper that sort of behaves but it seems like the spring has inertial mass - an ideal spring should be zero mass and friction

      What do you think? Anything I can do to help (ruby dummy just now)

      Cheers

      Robin) πŸ˜›


      V 2

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

      Hi Anton

      I'm sure I tried every way with the friction coeffs, and it didnt seem to help much, unless Im doing something wrong. If you could get real SI units into the spring damper model this would be fantastic. Classic maths leaves everything in normalised units which is really hard for students to translate into the real world - thats what MS physics is about. I try to encourage my student to abandon th suck-it-and-see approach in favour of understanding what is really happening and calculating the effect. I know that math is a real turn off for most users, but I try

      cheers Robin

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

      @anton_s said:

      Hi, Robin,

      I'm glad I could help.

      Best regards,
      Anton

      I made a simple mass/spring damper system as per model, but I get some odd results not like the damped sinusoid

      Am I on the right track or have I made some basic errors

      Also the block doesn't sit still on the plane but wanders off

      I am also having difficulty tying in the UI with real values of spring rate N/m and damping c*velocity Ns/m

      Any advice, most appreciated

      Cheers
      Robin

      BTW I looked at the Ruby docs but couldnt tie up real units to the constants


      classic spring damper

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

      Thank you so much Anton, thats given me some homework!

      BTW I didn't wish to imply you were overwriting the previous SP. MSP is of course entirely yours started from scratch - brilliant stuff

      I'll be glad to pass any useful models I can generate back to you to pass around to other interested parties and perhaps help generate other instructional models

      Cheers

      Robin

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

      Hi Anton
      Congrats on your great work resurecting old SP for a new version. I played with SP some years ago and amazed myself by getting a caterpillar track chain to work

      May I ask if it is possible, in your version, to assign real physical values to objects, eg mass in kg, spring rate m/kg, damping kg/m^2 and so on

      and perhaps equivalent elements for rotating masses

      Its all in aid of helping my student understand the dynamic behaviour of physical systems with different input and load conditions open loop and closed loop

      If this could be done, it would be of fantastic benefit for Uni ugrads (yes there are professional - expensive suites to do this). Something tailored to fit with the unbeatable SU would be so good

      It wasn't available in the original SP, only cruded dimensionless tweaks

      Cheers

      Robin

      ps apologies if this has already been answered pls link me

      posted in Plugins
      robintR
      robint
    • RE: [Plugin] Contour Maker v1.6

      Tig thanx 10^6

      brilliant little tool, am using on GE to get a contour map, much less fiddly than making 100 intersecting planes method

      The contour lines are a little jagged so corners need to be softened. Whats the best way to do this? Tigweld, use Bezier?

      Come to think of it I haven't come across a tool that softens a 2d jagged line easily (like you can in adobe illustrator for example, any suggestions

      ps Ive been player with simplfy contour and convert to polyline/fspline etc, you can only do one line at a time, its all a bit hit and miss - and with 50 odd contours this will be massively time consuming

      with ca 1000+ extensions out there looking for attention, its all bewildering

      Any suggestions

      Cheers

      Robin

      posted in Plugins
      robintR
      robint
    • Making a contour map from GE

      Please help me see the wood for the trees.

      I am getting a lot of conflicting direction on this topic from different directions and its confusing me, so many extensions and sand box tools which seem to take me down roads leading to lots of work.

      Surely there must be a simple way to make a contour map from and import GE map from the "add location" and "toggle terrain"

      From there I want contour curves at say 50' intervals automatically then take these into an extension (say Sandbox bonus tools)

      I want to be able to print out these 2d contour planes so I can make cutouts on thick card glued together to make a physical model

      You would think this should be straight forward

      Can anyone please help clear the mists for me

      Cheers

      Robin

      posted in Google Earth sketchup
      robintR
      robint
    • RE: SketchyPhysics3.2 (Dec 2)

      hi all

      Im posting some models that illustrate some points and queries

      all comments gratefully received

      Robin


      [my cone n ball

      rotates using a motor hinge (when will this become reversible?

      Two balls used, small one falls to bottom so that larger one is off centre and crawls up the side and out otherwise just drops to bottom.

      nice demo of centripetal force and a hollow solid](/uploads/imported_attachments/elvl_myconeandball1.skp)


      [my lift ball

      tried using lift capsule and got it working, then i moved the capsule and it all fell apart. but now i cannot recreate a lift capsul with a slider or a piston

      strikes me that a slider is unnecessry as its the same as a piston but without accel and damping figures - so why bother.](/uploads/imported_attachments/E5tW_myliftball.skp)


      [my rotating box

      strange that the slider now makes a hinge behave like a servo
      If you push tha slider to one end then the cube over turns and starts rotating in an erratic manner (like a ball running up and down a valley then gaining enough momentum to over top and run down the next valley.

      before (maybe in a previous version of SP this feature would behave like a true reversible motor - now it doesnt? what happened

      also if you get it going full speed one way then throw it into full speed other way, it crashes SU](/uploads/imported_attachments/wXwb_myrotatingbox1.skp)


      [my spring box

      cant get the spring to move at all. is it now not supported in sp3.2 ?](/uploads/imported_attachments/IRVt_myspringbox1.skp)

      posted in SketchyPhysics
      robintR
      robint
    • RE: Intersecting radii in 3D space

      @gaieus said:

      Well, with some little trick and using the golden section, you can make a perfect tetrahedron... But of course for us, poor SU users a real circle guide tool would be the ideal.

      yes indeed you can get coords by geometrical calcs, there is a whole raft of interesting surds involving root 3

      I can mail these to you if you want brain damage.

      I did manage to make a perfect tatrahedron in SU but it was very tortuous

      I can provide the math in pseudo code (like excel)

      but I cant yet manage ruby, but from the little i know its perfectly possible and the tool would be simple to use

      simply define the origin of the radii (by clicking a point or entering the coords) then enter the radii length, then display a crosshair point on the screen space, then draw in the lines to connect origins to the points and SU isn then happy

      wish wish

      robin

      posted in Plugins
      robintR
      robint
    • RE: Intersecting radii in 3D space

      @robint said:

      Hi guys

      Im sure we all agree the math is the easy bit and I programmed it into Xcel to give the 3D coords - fine, but you have to input them to su to 10 decimal places to get fully coherent filled planes and accuracy - very tedious.

      In case I didnt explain myself properly, just try constructing a 2D
      d triangle with 3 unequal side say 1, 2 , 3

      you wont manage it in SU by construction but you can calculate the point of intersection but to 10+ decimals

      then go to the 3D case where you construct a tetrahedron all with unequal sides

      I will look at the other stuff posted in the next couple days

      cheers new year thingy

      btw

      this all started for me when I tried to construct a tetrahedron (12 pentagons forming a spherical shape one of the pythagoras perfect solids)

      starting from a simple pentagon shape as the base, you then make 5 other equl shapes joining the base sides. Then you have to fold them upwards like a tulip until the touch their sides - try it in SU

      you really do need a ruby plug in to find the points of the intersection of circles and spheres in 2 and 3D space because as we know the circle in only polygon with a lot of sides - an approximation to a circle and even with 999 sides its still not accurate enough for SU

      cheers Robin

      posted in Plugins
      robintR
      robint
    • RE: Advice Needed On Tank Track design.

      @ilovedrawing said:

      I am a 13 year old boy, and a huge tank and military enthusiast.
      I am very inspired by some of the work by some members of this forum. And I would really like to create my own tank. Trouble is, I'm having a very hard time creating MOVING track. How to hold the links together and for them to move with the power of my sprocket powered from the motor.
      Any help would be greatly appreciated.

      try this

      http://forums.sketchucation.com/viewtopic.php?f=61&t=33128&p=303084#p303084

      i had a problem getting a chain to revolve without flying apart. its crude but shows it can work try the model and follow the thread

      you may need to wait till sp4 as its proposing to have a facility to copy complete joints (bit difficult having to set up 50 individual tank tracks with joints - take forever)

      cheers robin

      posted in SketchyPhysics
      robintR
      robint
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