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Question by apachesquirrel · Oct 27, 2016 at 05:06 PM · rigidbodyforcemass

maximum torque/maximum force

Hi.

I've been experiementing with a crane simulation, using real mass and distance.

I've tried addforce, addtorque, jointdrives, motors etc. but nothing seems able to generate any signifcant amounts of force no matter how many times I multiply the input.

With a 4 metre boom, I can lift a couple of kilos at best.

Has anyone had any experience of this? I've read around the topic as much as I can but there doesn't seem to be anything or anyone mentioning limits on the amount of force you can apply.

Furthermore, using any significant mass, the joints start to fall apart.

I've increased the number of solver iterations to maximum, this has increased stability but hasn't helped with my force issue.

Thanks.

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avatar image apachesquirrel · Oct 30, 2016 at 11:43 AM 0
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Right.... I'm pretty new to game engine program$$anonymous$$g and being a mechanical engineer it seems I was expecting way too much! The implementation here is optimised for speed and low cpu and not for great accuracy. $$anonymous$$asses have to be kept very low and relatively similar, but I've already tried this and it looks very wrong. Even things at 100kg bounce around like they were made of polystyrene. there are third party physics which might suit my needs better such as Algoryx AgX.... not exactly cheap but if it gets the job done.....
Various other things too which I'm not sure about yet like APE, Newton, Bullet, etc which may be worth some research.

Any input on this would still be great if you're also struggling with this stuff. Thanks!

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