From: Sander v. D. <sgv...@gm...> - 2008-06-11 08:49:35
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Hey, The current 058 has a more important bug: it explodes everytime when you try to move the joint away from the max/min angle. Setting both the fudge factor and the bounce to 0 solves this for me, it also solves the shaking problem for the Nao. I have tried it many times and couldn't get the joints 'stuck' at their min or max value, like you report. I will test on some more machines though. If it does occur it's a bigger problem then the shaking and then I think your solution is good. Sander On Wed, Jun 11, 2008 at 10:00 AM, Feng Xue <hen...@ma...> wrote: > Dear all, > > As the Email below said, there is a shake bug if the joint > reaches its max/min angle and is set positive/negative > speed. > > According to team's reports(the explosion problem), I think > maybe this shake bug contributes something, so I decide to > disable the shake in hingeffector.cpp and universaleffector.cpp > by: > If in min angle, negative speed will be rejected. > If in max angle, positive speed will be rejected. > > These codes will change the physic performance a tiny little. > But since we will only change the vision in the next release, > I ask for an authorization :-) > > ------------------------------ > Best Regards, > Feng Xue > 2008-06-11 > ------------------------------ > *Sent By:* Feng Xue > *Sent At:* 2008-05-30 22:18:45 > *Sent To:* Joschka Boedecker > *CC To:* Yuan Xu; Mosalam Ebrahimi; Ben > *Topic:* Re: status of development > > Hi all, > > I have refined the physics parameters now. It seems good > according to my test. I hope it can be a RC version. > > > And, I came across a small problem. To make the joint move > smoothly, I have to set dFudgeParameter to a small value orelse > there will be a jitter problem. But, if this one is too small and > the joint reaches/overruns its min/max value, it will never work( > never come back again) So I have to set the dBounce to 1 to make > it work. And, this will make the joint shake on the max/min > position if the agent keeps sending positive/negative joint speed. > I set the maxforce to 10 and is much better. At least, > teams might not use this "bug" to make some strange movements :-) > > > I believe soccerbot has the same problems too. Talked about the > soccerbot, here is my opinion. I think we'd better make a stable, > robust RC version because it is 44 days left now. Adjusting soccerbot > will cost lots of extra energy. Allowing different robots playing > on the same field at the same time is very great feature, but again, > we don't have lots of time to make the match be fairly enough to both > soccerbot and Nao. > > > And, here is my test report of how many robots can it sim. I only > do the test with the intergrated monitor for our Nao has reached and > lots of things are on board now... > Machine: > CPU: Intel E8200 2.66GHZ > Mem: 2G > Graphic Card: Nvidia 8600GT > Type 1: Single Thread: > Type 1.1: disable inner collision: can sim 7 robots smoothly > Type 1.2: add inner collision: 3 too near robots make game unstable... > Type 2: Multi Thread: > Type 2.1: disable inner collision: can sim 7 robots smoothly > Type 2.2: add inner collision: can sim 7 robots smoothly > I have send this report to Yuan and he will do the outside monitor test. > And the result seems not good because our target is 5 vs 5 :-( > > > And, another thing, with the joint limit and the max joint speed feature, > the robot is much more like the real Nao or humanoid robot. And getup is a > very difficult action. So we'd better implement an extra command like > 'beam' if all the teams failed to realize getup action :-) But no hurry, > we need feedback from teams. > > > ------------------------------ > Best Regards, > Feng Xue > 2008-05-30 > ------------------------------ > *Sent By:* Joschka Boedecker > *Sent At:* 2008-05-30 00:20:34 > *Sent To:* Yuan Xu; Ben; Feng Xue > *CC To:* Mosalam Ebrahimi > *Topic:* status of development > > Hi all, > I'm sorry that I've not been able to follow the server development too > closely recently :-( I know that some of you have been working on the > restricted vision perceptor, and some TC members have been asking > about the status of its development. Could you please give me an > update on that, and what features were implemented? Also: how about > testing, does it work reliably? > @Yuan: Sahar has asked whether it would be possible to make the final > release for RC08 at the end of this week. Concerning the changes that > affect the game play, I think we have implemented everything we > planned for, right? We can still improve the visuals until middle of > July since they don't affect the game... Do you think you could make > the release this weekend or early next week? > Thanks to everybody in advance for the information, and big thanks for > your great work with the development this year! > Best regards, > Joschka > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > http://sourceforge.net/services/buy/index.php > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > |