Yes, the reason is the one that you quoted.
Both ChLinkMotorSpeed and ChLinkMotorAngle are Rheonomic (or "Rheonomous" in 
some literature), that is: the position is strictly enforced by some function 
of time, in a "geometric sense". Hence they don't allow compliance if they 
conflict with other constraints, and results can be impredictable.

Only by using force- or torque-based motors like ChLinkMotorTorque (and adding 
PID controllers for keeping approximately the position via feedback loops, for 
instance) you can simulate that hard-stop scenario you need. But at the cost of 
more complication, and some compliance and latency and reduced bandwidth - just 
like realistic servo motors, by the way.

Best regards
Alessandro Tasora

________________________________
Da: [email protected] <[email protected]> per conto 
di Alex Teti <[email protected]>
Inviato: martedì 16 agosto 2022, 09:33
A: ProjectChrono
Oggetto: [chrono] Re: Strange Motor Collision Behavior

"Note: this is a rheonomic motor, i.e. it generates the motion geometrically by 
strictly enforcing the speed constraint;
therefore no compliance is allowed and this means that if the rotating body 
hits some hard contact, the solver might give unpredictable oscillatory or 
diverging results because of the contradiction."

Is THIS the underlying reason? I don't think I can even say "rheonomic"!

On Tuesday, August 16, 2022 at 3:10:33 AM UTC-4 Alex Teti wrote:
I was wondering what would happen if a motorized object (a rectangle) collided 
with a fixed object (a cube).

To my surprise, the result was either
A) The motorized object (rectangle) being pushed away from its constrained 
location
or
B) The stationary object (cube) being pushed away from its constrained location

If I made the cube fixed (cube->SetBodyFixed(true);) then the cube would remain 
stationary and the rectangle would move.

If I used a ChLinkLockLock link to link the cube and floor, the cube would be 
pushed away (and then slowly drift back).

Is there a way to make both the objects stationary after they collide, like if 
some metal object got stuck in a turbine and jammed it?

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