Underwater simulator COB COG

martinw

09-05-2007 16:09:33

Hi,

I have an application where I think I need to simulate/set an objects centre of gravity and its centre of buoyancy.

I have a rudimentary simulator (with an object) and am using an up vector joint to stabilise it as I move it around (in the x, y, and z plane) with various vectored forces below the buoyancy plane I've created.

When I remove the up vector (which I think I need to do to make the vehicle pitch and roll) the body becomes unstable when I apply the forces.

I'm thinking I need to simulate the way we normally make underwater vehicles more stable by moving the centre of buoyancy as far above the centre of gravity as possible. I don't want to upset the overall effect of the buoyancy though, which works great!

I may of course be able to use another type of joint aswell though ?

I'd like it to be as realsitic as possible :wink:

Any ideas ?

Martin

martinw

09-05-2007 16:25:41

Just had a thought.

The way we do this in practice is to take a piece of very buoyant material and place it above the rest of the vehicle. I could possibly do it with two objects connected together, one that's buoyant and one that's heavy.

How do you set how buoyant something is in OgreNewt? Presumably by the ratio between its mass and volume?

Martin

walaber

10-05-2007 04:37:28

that's right. density in combination with the buoyancy settings.