Search found 18 matches

by Duckocide
Sat Nov 09, 2013 6:13 am
Forum: Questions and Help
Topic: Adjusting Servo Motor Speed
Replies: 3
Views: 4277

Re: Adjusting Servo Motor Speed

Duckocide wrote:OK. As ever, post the issue and then find the answer!

Setting the Motor.Settings.Servo.MaxCorrectiveVelocity did the trick!
The video of it working ...https://www.youtube.com/watch?v=GvjWZJC5Ec4
by Duckocide
Sat Nov 09, 2013 6:08 am
Forum: Questions and Help
Topic: Connect Entities
Replies: 2
Views: 4992

Re: Connect Entities

If you want angular (orientation) control of the satellite entity. You could try a couple of entities for the satellite objects. The first would be a simple entity (a sphere say) connected to the main entity via a weld joint. That would give you relative orientation etc. You'll need to make sure the...
by Duckocide
Sat Nov 02, 2013 1:15 pm
Forum: Questions and Help
Topic: Adjusting Servo Motor Speed
Replies: 3
Views: 4277

Re: Adjusting Servo Motor Speed

OK. As ever, post the issue and then find the answer!

Setting the Motor.Settings.Servo.MaxCorrectiveVelocity did the trick!
by Duckocide
Sat Nov 02, 2013 1:08 pm
Forum: Questions and Help
Topic: Adjusting Servo Motor Speed
Replies: 3
Views: 4277

Adjusting Servo Motor Speed

I suspect this is going to be a very simple answer, but I'm a bit lost finding the best way to do this. I've created a relatively complex object with several compound entities to form a lunar base hovering over the lunar surface. The base has various hangars attached to it (in turn compound objects)...
by Duckocide
Sat Oct 12, 2013 10:07 pm
Forum: Questions and Help
Topic: Joint Constraint Drift
Replies: 3
Views: 4819

Re: Joint Constraint Drift

Note that a SingleEntityAngularMotor controls all three degrees of freedom at once by striving for a goal orientation. If there are 3 separate motors with different orientation targets working on the same entity, the constraints will fight. Well, as recommended, I went back to using the SingleEntit...
by Duckocide
Sat Oct 12, 2013 8:49 pm
Forum: Questions and Help
Topic: Joint Constraint Drift
Replies: 3
Views: 4819

Re: Joint Constraint Drift

OK. Thanks Norbo. I'll go back to using the angular motor constraint and forces. The cylinder is very heavy and thinking back, I think I might have had springsettings too weak when I had one Motor before I ended up with three. I'll have a play around using forces et al and post back. I must admit, w...
by Duckocide
Sat Oct 12, 2013 4:46 pm
Forum: Questions and Help
Topic: Joint Constraint Drift
Replies: 3
Views: 4819

Joint Constraint Drift

Well, Thanks this to this post http://www.bepu-games.com/forum/viewtopic.php?f=4&t=2065 , I've got some turrets working well on my tanks. I have another problem now though. This video shows the issue http://www.youtube.com/watch?v=WPYiqpxj7C0 . To describe it, you'll see the turrets tracking the...
by Duckocide
Tue Oct 01, 2013 9:08 pm
Forum: Questions and Help
Topic: Setting Servo Goals to Point at an Object Position
Replies: 8
Views: 7676

Re: Setting Servo Goals to Point at an Object Position

Norbo! You da man :) Ignore that last post of mine. I had re-arranged the order of the entities on the RevoluteJoint - Probably when I was hacking around with my own attempts. With the tank body first, it is stable. Thanks for the advice. Looking good. Certainly for the Turret! Update: Yes. The Barr...
by Duckocide
Tue Oct 01, 2013 5:49 am
Forum: Questions and Help
Topic: Setting Servo Goals to Point at an Object Position
Replies: 8
Views: 7676

Re: Setting Servo Goals to Point at an Object Position

OK. I'll need to take a look later when I get back from work. I'll post up the bepu set up as well. RevoluteJoints are set up as follows: TurretPivot... ConnectionA: tank (collision body) ConnectionB: turret (sphere) BarrelPivot... ConnectionA: turret (sphere) ConnectionB: barrel (sphere - not repre...
by Duckocide
Mon Sep 30, 2013 9:25 pm
Forum: Questions and Help
Topic: Setting Servo Goals to Point at an Object Position
Replies: 8
Views: 7676

Re: Setting Servo Goals to Point at an Object Position

Well. Something isn't quite right. The tankToTurretRevoluteJoint just spins round and round to varying speeds depending upon target position. It is definitely in Servo mode so guessing there is something wrong with the math? Any thoughts. Guessing it is something to do with the Basis and XAxis chang...
by Duckocide
Mon Sep 30, 2013 7:14 pm
Forum: Questions and Help
Topic: Setting Servo Goals to Point at an Object Position
Replies: 8
Views: 7676

Re: Setting Servo Goals to Point at an Object Position

Wonderful... Really appreciate the advice / steer!

However, is there a typo with "measurementAxisY = tankBodyToTurretBodyRevoluteJoint.Motor.Basis.YAxis"?

(YAxis isn't a property on the Basis object - I'm using v1.2.0 binaries)
by Duckocide
Sun Sep 29, 2013 5:05 pm
Forum: Questions and Help
Topic: Setting Servo Goals to Point at an Object Position
Replies: 8
Views: 7676

Setting Servo Goals to Point at an Object Position

Hi I'm getting lost in math and need some advice. I have a built a tank with a compound body (collection of boxes). Attached (via a RevoluteJoint in Servo mode) is the turret (Using Vector3.Up as the axis of freedom). Attached to the turret is a barrel. Once again using a RevoluteJoint (Vector3.Righ...
by Duckocide
Wed Aug 21, 2013 10:28 pm
Forum: Questions and Help
Topic: Compound objects on Terrain object - Jittering
Replies: 2
Views: 5111

Re: Compound objects on Terrain object - Jittering

Nice comprehensive answer/leads. Thanks. Reckon it's a terrain size vs object scaling issue. I'll tweak around with what you s suggest. Thanks for this ... Really useful!
by Duckocide
Wed Aug 21, 2013 8:22 am
Forum: Questions and Help
Topic: Compound objects on Terrain object - Jittering
Replies: 2
Views: 5111

Compound objects on Terrain object - Jittering

Hi Been a while, but I'm getting back in to using this wonderful simulation engine in some XNA hobby work. I've constructed a terrain object and placed it in to the simulation. I'm using re-purposed moon radar images (1024x1024) as the heightmap. I'm trying to be accurate in physics simulation with ...