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    • RE: Simple Thruster Acceleration

      It can be done. I can think of 3 different scripts that would be of use to you. One by wacov(the master of scripts), one by me and one by hobbnob. My one is easiest for you to edit i think and ive not got a copy of hobbnobs.

      heres mine

      ` #acceleration script by 6677.

      if frame>=0;setVar('accel',0.001) and setVar('decel',0.0001);end;setVar('control',righty);

      if getVar('control')==0.5;setVar('speed',0.5);end;

      if getVar('control')>0.5;setVar('speed',getVar('speed')+getVar('accel'));end;if getVar('speed')>=getVar('control') and getVar('control')>0.5;setVar('speed',getVar('control')-getVar('decel'));end;

      if getVar('control')<0.5;setVar('speed',getVar('speed')-getVar('accel'));end;if getVar('speed')<=getVar('control') and getVar('control')<0.5;setVar('speed',getVar('control')+getVar('decel'));end;`

      at the beggining where it says setVar('control',righty) you can change the righty to whatever you want to control it with. Place this script in the UI of any part of your model and put getVar('speed')*whatever strenght you want in the thruster strenght box

      posted in SketchyPhysics
      S
      Sgt.A.Johnson
    • RE: Magic &quot;Hand&quot; is not strong enough!

      You need more leverage so a larger gear might help. Otherwise I have no idea

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Motor Help please

      Everything must be made in groups or components. I use groups as they can be editted without affecting the rest of the model. Also right click on the groups and check that the state is not static and shape is NOT static mesh. There is no such thing as non-static mesh as of yet but you can make the shape of your blades from multiple groups and set the to box or convex hull and group them together. http://sketchyphysics.wikia.com has alot of tutorials for sketchyphysics 3

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: WIP: FPS

      This is the only time ive thought about upgrading my SP. just to play the models on here

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: SP3 feature: Joystick and Keyboard.

      @cphillips said:

      Are you talking about the two analog triggers on top of the controller? If so that is "lt" and "rt". BUT. They dont quite behave as you'd expect. If you hold the left one down you will get a value of -1 and if you hold the right one down you will get a 1 if you hold both down you get a value of 0.

      Thats what happens when i use joyRY but i want to be able to use both triggers at the same time but for 2 different things. best example i can think of is halo using duel wield to have a gun in either hand

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: SP3 feature: Joystick and Keyboard.

      Is there any support for the individual triggers on an xbox controller. IM trying to make a car using them for accelerator and brake but i dont want to use joyRY for various reasons.

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Windows Seven

      I still run vista but i thought it wasnt possible to run windows on mac hardware and vice versa. Does it work well?

      posted in SketchyPhysics
      S
      Sgt.A.Johnson
    • RE: Changing name of joints in control panel.

      Its a very simple task. select the joint and then next to the play button for sketchyphysics there is a button that says UI on it. click it and depandant on whether you have sketchyphysics 2 or 3 their will be a text field called controller. if you have sketchyphysics 2 just type what you want the slider to say. if you set 2 or more joints to the same name one slider will control both joints. in sketchyphysics 3, due to the new coding features you will have to put: slider('[slidername]')
      For example if i wanted the slider to be called steer i would put:
      slider('steer')
      Once again if 2 or more joints have the same slider name they will both use only 1 slider.

      posted in SketchyPhysics
      S
      Sgt.A.Johnson
    • RE: Particle FX preview

      Im running vista on a laptop with: 2ghz single core pentium celeron, 3gb RAM, 358MB Mobile Intel 965 Express Chipset. overall windows experience=3.1 on graphics. gaming graphics 3.3, processor 4.2, RAM 4.5, hard disk 5.2

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Xpadder

      @jaycephus said:

      Thanks for the info, guys.

      I found that at cheapest it was about $37 vs. $49 online wired vs. 30' wireless, Windows compatible, shipping included. (Microsoft brand)

      With setting up keyboard shortcuts to control things, it sounds like two different vehicles could be controlled separately. Can xpadder be used to allow two different controllers to control one vehicle each by mapping the appropriate shortcuts?

      2 controllers. i dont think so. It only seems to let you use one controller at a time. If you plug 2 in the calibration suite may pick them up. Its very simple to calibrate. Press the thumbsticks in the directions it tells you etc. Also have to press evry button on controller including click thumbs and arrows etc. Its not the proper sensitivity calibration it only does it to see what axes and buttons you have available. You could set a model up so you have to hold q or something to operate it and then setdown arrow or something on the controller to q. the interface will allow you to set a key as a toggle key too and does turbo and lets you have a rumble when you press the button.

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Xpadder

      There is a usb wireless adaptor but off the top of my head its not cheap. The wired controller plus driver software is better value for money. on play.com though a wireless and adaptor costs the same as a wireless without adaptor for some reason. Dont know whether they distribute outside UK though. Sp already had xbox controller support but not for clicking the thumbsticks or the arrow pad which is why i said about xpadder because you could set a piton up to use k and set the down arrow on xpadder to emulate k so SP would recognise it. Xpadder isnt microsoft software and is downloaded online. I cant remember the link but i may of put it up top of page. It may work with other controllers aswell. I mainly use it for half life at the moment. i have left stick wasd and right as the mouse. triggers as click and all the other buttons just random other controls. Works through windows itself so it will work on all programs

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Coded accel and damp

      @wacov said:

      Joints can be made dynamically next version. So, when space is pressed, you create it. Then, when you let go, it breaks. It really wouldn't be that hard, from what I've seen.

      Im gonna have to find something else until then i guess. I wonder if the old ignore and drive motor system would create some sort of braking force or be made rigged to a accelerometer or something. Hmm.

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Coded accel and damp

      @wacov said:

      Next version, you might be able to connect the wheel to the car with a fixed joint when space is pressed, and delete it when you let go.

      But then if i deleted it i wouldnt be able to get it back would i?

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • Coded accel and damp

      Ive been experimenting with brakes and thought the easiest way to do so would be to make a hinge with damo that changes throughout the simulation whenever i press a button. For example when i hold space damp=100 and when space=0 damp also=0. Anyone know a working code that will do the trick

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Control

      @wacov said:

      joy("leftx")

      You dont need to use joy("leftx"). you can just put leftx. and why do people use " when ' works just aswell and is shorter

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Need help for suspension

      At the moment suspension is no longer the biggest problem. few issues with the wheels. convex hulls not cylinders so there bumpy and the warthog ive downloaded doesnt have the wheels centred so that needs fixing

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Need help for suspension

      Thanks. I need to play with it a bit but it works ok.

      posted in SketchyPhysics
      S
      Sgt.A.Johnson
    • Need help for suspension

      I'm making a sketchyphysics warthog but I'm having problems with the suspension. Because it uses a motorcycle swing arm styled thing under it to support the wheel I cant just stick a normal spring joint on it but its also close space to make a suspension rig to support it and I'm struggling to do it. Does anyone know of an effective method I could use and perhaps provide an example?

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Tracking with dimensions

      @mptak said:

      Chris:

      Of course I am really
      just looking for an excuse to use sketchy physics(:)).

      Who needs an excuse. Just use it anyway. Im finding its useful for my tech coursework making a rat trap at the moment because i can use it to see how everything works. Only problem im having for that is no elastic bands and springs dont do the job right

      posted in SketchyPhysics
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      Sgt.A.Johnson
    • RE: Working on new scripting system.

      So when the sim starts the camera moves into it and faces wherever the joint is facing right. Seems like a good idea if ive interpreted it right

      posted in SketchyPhysics
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      Sgt.A.Johnson
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