Bookmark this page for easy reference to all the resources you need to learn, find examples or solutions, interact with others, or receive support for LS-DYNA.
<p class="MsoNormal"><br><br>Hey gamers! Are you searching for a simple yet challenging game that will keep you glued to your screen for hours? Look no further! Today, we're taking a deep dive into the fast-paced, reflex-testing world of Slope, a game that's surprisingly addictive and easy to pick up, but fiendishly difficult to master. Get ready to test your skills and see how far you can roll!<br><br>1. What is Slope? A Quick Overview<br><br>Slope is a free-to-play online game developed by Rob Kay and published by Y8. First released on December 26, 2014, it falls into the endless runner and 3D platformer categories. Don't let its simple appearance fool you; this game packs a serious punch of challenge and requires quick reflexes and precision to navigate.</p><p class="MsoNormal">Imagine hurtling down a series of randomly generated slopes, trying to avoid obstacles and stay on course. That's Slope in a nutshell! It’s perfect for a quick gaming session on your lunch break, or a long, intense competition to see who can achieve the highest score among your friends.<br><br>2. How to Play Slope<br><br>The core gameplay of Slope is incredibly intuitive. Here’s a breakdown of the controls and objectives:</p><p class="MsoNormal">Objective: Your main goal is simple: survive for as long as possible! Keep the ball rolling and avoid falling off the edges or crashing into red blocks.</p><p class="MsoNormal">Controls:</p><p class="MsoNormal">Left/Right Arrow Keys or A/D Keys: Use these keys to steer the ball left and right, navigating the treacherous slopes.</p><p class="MsoNormal">That's it! No jump button, no power-ups, just pure skill and reaction time.</p><p class="MsoNormal">As you progress, the game gradually increases in speed and difficulty, making each run a unique and thrilling experience. You’ll need lightning-fast reflexes and precise movements to avoid the increasingly complex obstacles.<br><br>3. Why is Slope So Addictive?<br style="mso-special-character: line-break;"><!-- [if !supportLineBreakNewLine]--><br style="mso-special-character: line-break;"><!--[endif]--></p><p class="MsoNormal">So, what makes Slope so captivating? Here are a few reasons why gamers keep coming back for more:<br>Simple Yet Challenging: The basic premise is easy to understand, but the difficulty ramps up quickly, making each run a true test of skill.</p><p class="MsoNormal">Endless Gameplay: The randomly generated levels mean that no two games are ever the same. You'll constantly face new challenges and obstacles, keeping the experience fresh and exciting.</p><p class="MsoNormal">Fast-Paced Action: The game's high-speed gameplay keeps you on the edge of your seat. One wrong move and it's game over!</p><p class="MsoNormal">Free to Play: The fact that Slope is entirely free to play makes it easily accessible to everyone. No downloads, no installations, just pure gaming fun in your browser.</p><p class="MsoNormal">Competitive Element: It's easy to compare your scores with friends and other players online, adding a competitive edge that motivates you to improve your skills.<br><br>4. Tips and Tricks to Master the Slopes<br><br>Want to improve your Slope game and reach those high scores? Here are a few tips and tricks to help you become a true Slope master:</p><p class="MsoNormal">Practice Makes Perfect: The more you play, the better you'll become at anticipating obstacles and reacting quickly. Don't get discouraged by early failures!</p><p class="MsoNormal">Focus on Precision: Smooth, controlled movements are key to staying on the slopes. Avoid jerky or sudden movements, as they can easily lead to mistakes.</p><p class="MsoNormal">Look Ahead: Try to anticipate the upcoming terrain and obstacles. Scanning ahead will give you more time to react and adjust your course.</p><p class="MsoNormal">Use the Walls: Don't be afraid to use the walls to your advantage. Bouncing off the walls can help you navigate tight corners and avoid obstacles.</p><p class="MsoNormal">Stay Calm: It's easy to get flustered when the game speeds up, but staying calm and focused will help you make better decisions.</p><p class="MsoNormal">Small, controlled movements: Try to make small, controlled movements. This will help you to avoid oversteering and falling off the edges.</p><p class="MsoNormal">Predict the path: Pay attention to the upcoming path and try to predict where the gaps and obstacles will be. This will give you more time to react and adjust your course.</p><p class="MsoNormal">Utilize the entire width: Don't be afraid to use the entire width of the path. Sometimes it's better to move to the side to avoid an obstacle than to try to go straight through it.<br>Take breaks: If you're getting frustrated, take a break. Come back to the game later with a fresh perspective.<br><br>5. Ready to Test Your Skills?<br><br>So, what are you waiting for? Head over to Slope and give Slope a try! See how far you can roll and challenge your friends to beat your high score. Be warned though; this game is seriously addictive!</p><p class="MsoNormal">Click here to play Slope now!</p>
<p>Hi Everyone</p><p>I created a dome composed of many beams as shown in the figure 1 and 2, and made a cylinder imapct it. I applied *CONTACT_AUTOMATIC_BEAMS_TO_SURFACE_ID between the cylinder and each beam. As for beams, there is a little difference in height between 2 beams. I didn't add any contacts. I added *CONSTRAINED_GENERALIZED_WELD_SPOT or *CONSTRAINED_SPOTWELD between the nodes of 2 beams closest to the intersection. After I ran the simulation, the cylinder went through the dome rather than impacting it, as shown in figure 3. The beams appeared to have a little oscillation. It seems that there is still some interaction force between the beam and the cylinder. But the cylinder just directly went through the beams. Does anybody know the reason and how to fix it? </p><p>I attached my .k file : https://tuprd-my.sharepoint.com/:u:/g/personal/tut06916_temple_edu/IQAtEDBPZhKLRYw4Kr0EEa_AAeYXal-n6FkEF1ROSpG_67k?e=86nLOW</p><p></p><p></p><p></p>
<div class="text-neutral-content"><div class="mb-sm mb-xs px-md xs:px-0 overflow-hidden" data-post-click-location="text-body"><div id="t3_1rr5r9z-post-rtjson-content" class="md text-14-scalable pb-2xs [--emote-size:20px]" dir="auto"><p>Hi,</p><p>I'm modeling hypervelocity impact (2.22 km/s tungsten carbide sphere on HSLA-100 steel) with coupled thermal-structural analysis using S-ALE (Structured ALE) mesh.</p><p>Initial Attempt & Issue:</p><p>I first tried the implicit thermal solver using:</p><p>- *CONTROL_SOLUTION (Thermal-Structural Analysis)</p><p>- *CONTROL_THERMAL_NONLINEAR</p><p>- *CONTROL_THERMAL_SOLVER</p><p>- *CONTROL_THERMAL_TIMESTEP</p><p>However, I observed physically unrealistic temperature rates (dT/dt on the order of billions of °K), which is physically impossible. I switched to the Explicit Thermal Solver (*CONTROL_EXPLICIT_THERMAL_* cards) as an alternative, but encountered a fatal initialization error.</p><p>Current Error:</p><p></p><p>forrtl: severe (164): Program Exception - integer divide by zero</p><p>Image PC Routine Line Source</p><p>lsdyna_mpp_dp_imp 00007FF731E6B4CC XPLCTH_INIT 1148 dyn20x.F</p><p>...</p><p></p><p>The crash occurs during initialization (XPLCTH_INIT), suggesting a division by zero in the thermal data setup.</p><p>Specific Questions:</p><p>Explicit Thermal Setup with S-ALE:</p><p>For cards like *DATABASE_ALE, *CONTROL_EXPLICIT_THERMAL_INITIAL, and *CONTROL_EXPLICIT_THERMAL_OUTPUT, the manual states SETID can be left blank for "all parts," but LS-PrePost/LS-DYNA requires an integer. Since S-ALE mesh elements are generated internally at runtime (not predefined in *ELEMENT_SHELL), I cannot reference them via traditional *SET_SHELL_LIST.</p><p>- How do I properly define SETID for S-ALE domains in these cards? Should I use *SET_MULTI_MATERIAL_GROUP instead?</p><p>Phase Change Modeling:</p><p>My material definition includes *MAT_THERMAL_ISOTROPIC_PHASE_CHANGE for the steel target (solid-to-liquid). Does the Explicit Thermal Solver support phase change energy (latent heat), or is this capability restricted to the implicit thermal solver? If supported, are there specific considerations for S-ALE multi-material groups?</p><p>Divide-by-Zero Cause:</p><p>The error trace points to XPLCTH_INIT (dyn20x.F:1148). This typically indicates zero thermal mass (density × specific heat) in a thermal part definition. Given that my vacuum/void material (*MAT_ALE_VACUUM) has near-zero thermal properties, could this be triggering the crash? Should vacuum regions be excluded from the thermal solver via *SET_PART_LIST, or is there a minimum non-zero thermal density requirement?</p><p>Model Context:</p><p>- 2D Axisymmetric S-ALE mesh (fine resolution)</p><p>- 3 ALE Multi-Material Groups: HSLA-100 Steel, Tungsten Carbide, Vacuum</p><p>- Thermal properties defined via *MAT_THERMAL_ISOTROPIC and *MAT_THERMAL_ISOTROPIC_PHASE_CHANGE</p><p>- Using MPP R14.1.1 on Windows</p><p>Keyword file attached for reference:</p><p><a class="relative pointer-events-auto a cursor-pointer
underline" href="https://buffalo.box.com/s/y7rz3bqg4xsvuir6z94b50mcg2g3jp1s" target="_blank" rel="noopener">https://buffalo.box.com/s/y7rz3bqg4xsvuir6z94b50mcg2g3jp1s</p><p>Any guidance on proper explicit thermal initialization with S-ALE and phase change setup would be greatly appreciated.</p><p>Thanks,</p><p>Amrith</p></div></div></div><div> </div>
<p>Hi all, I'm trying to learn simulating hypervelocity impact by myself, I notice that most of the journal papers choose Autodyn. And my question is what's diference between using Autodyn standalone and using Ansys/ explicit dynamics plus Autosdyn? Also, which way is easier to model layered composite material? </p>
<p></p><p>I got these error codes while trying to run an FEA simulation, and I have tried to go back in and define the section IDs, but it isn't working. Does anyone have advice to fix these?</p>
<p>Hi All, </p><p>I created 2 beams. After I applied cross section, there was an overlap between the two beams. I applied *contact_automatic_general between 2 beams. I found the beam would repel each other because there is model overlap. Does anybody know how to get rid of the repulsive force, even though there is overlap?</p><p></p><p></p><p></p><p></p>
<p>Hi all,</p><p>I am trying to simulate a hypervelocity impact (~5 km/s) on a CFRP laminate consisting of 16 plies with 15 resin-rich interlayers using the SPH method.</p><p>I already know the stacking sequence and fiber orientation of each ply. However, I am unsure how to properly construct the laminated structure in an SPH model.</p><p>In particular, I would like to understand:</p><p>• How to assign the orthotropic fiber orientation for each ply when using SPH particles.<br>• How to represent the interlaminar interfaces between plies (e.g., contact or cohesive behavior).<br>• How to build the layered laminate structure itself so that ply-level damage mechanisms such as fiber breakage, fiber–matrix debonding, and ply delamination can be captured.</p><p>What is the recommended approach to model the ply orientations, interply interfaces, and the laminate stacking structure when using SPH for CFRP impact simulations?</p>
<p>Hello everyone</p><p>I'm working on a ballistic analysis on Ls-Dyna. Before I do my own simulations I'm trying to replicate an article right now. In that article a rigid ball smashes into a aluminum armor plate. Material model for aluminum is Johnson Cook and the values of it were given in article but when I run the simulation stress values looks weird. For instance X,Y and Z stress values all looks the same, there is NO shear stress whatsoever, there are only small dots of stress in von mises and tresca stress, effective plastic strain is non-existant and the bulge that appears when the ball penetrates through the armor seems too big. What could be causes of this? When I use simplified johnson cook model stress and strain values looks fine but when I switch to normal johnson cook everything looks wrong. Can somebody help please??? Pictures of my problem are in the link: https://imgur.com/a/nTRUaSL</p>
<p class="MsoNormal"><br><br>Hey gamers! Are you searching for a simple yet challenging game that will keep you glued to your screen for hours? Look no further! Today, we're taking a deep dive into the fast-paced, reflex-testing world of Slope, a game that's surprisingly addictive and easy to pick up, but fiendishly difficult to master. Get ready to test your skills and see how far you can roll!<br><br>1. What is Slope? A Quick Overview<br><br>Slope is a free-to-play online game developed by Rob Kay and published by Y8. First released on December 26, 2014, it falls into the endless runner and 3D platformer categories. Don't let its simple appearance fool you; this game packs a serious punch of challenge and requires quick reflexes and precision to navigate.</p><p class="MsoNormal">Imagine hurtling down a series of randomly generated slopes, trying to avoid obstacles and stay on course. That's Slope in a nutshell! It’s perfect for a quick gaming session on your lunch break, or a long, intense competition to see who can achieve the highest score among your friends.<br><br>2. How to Play Slope<br><br>The core gameplay of Slope is incredibly intuitive. Here’s a breakdown of the controls and objectives:</p><p class="MsoNormal">Objective: Your main goal is simple: survive for as long as possible! Keep the ball rolling and avoid falling off the edges or crashing into red blocks.</p><p class="MsoNormal">Controls:</p><p class="MsoNormal">Left/Right Arrow Keys or A/D Keys: Use these keys to steer the ball left and right, navigating the treacherous slopes.</p><p class="MsoNormal">That's it! No jump button, no power-ups, just pure skill and reaction time.</p><p class="MsoNormal">As you progress, the game gradually increases in speed and difficulty, making each run a unique and thrilling experience. You’ll need lightning-fast reflexes and precise movements to avoid the increasingly complex obstacles.<br><br>3. Why is Slope So Addictive?<br style="mso-special-character: line-break;"><!-- [if !supportLineBreakNewLine]--><br style="mso-special-character: line-break;"><!--[endif]--></p><p class="MsoNormal">So, what makes Slope so captivating? Here are a few reasons why gamers keep coming back for more:<br>Simple Yet Challenging: The basic premise is easy to understand, but the difficulty ramps up quickly, making each run a true test of skill.</p><p class="MsoNormal">Endless Gameplay: The randomly generated levels mean that no two games are ever the same. You'll constantly face new challenges and obstacles, keeping the experience fresh and exciting.</p><p class="MsoNormal">Fast-Paced Action: The game's high-speed gameplay keeps you on the edge of your seat. One wrong move and it's game over!</p><p class="MsoNormal">Free to Play: The fact that Slope is entirely free to play makes it easily accessible to everyone. No downloads, no installations, just pure gaming fun in your browser.</p><p class="MsoNormal">Competitive Element: It's easy to compare your scores with friends and other players online, adding a competitive edge that motivates you to improve your skills.<br><br>4. Tips and Tricks to Master the Slopes<br><br>Want to improve your Slope game and reach those high scores? Here are a few tips and tricks to help you become a true Slope master:</p><p class="MsoNormal">Practice Makes Perfect: The more you play, the better you'll become at anticipating obstacles and reacting quickly. Don't get discouraged by early failures!</p><p class="MsoNormal">Focus on Precision: Smooth, controlled movements are key to staying on the slopes. Avoid jerky or sudden movements, as they can easily lead to mistakes.</p><p class="MsoNormal">Look Ahead: Try to anticipate the upcoming terrain and obstacles. Scanning ahead will give you more time to react and adjust your course.</p><p class="MsoNormal">Use the Walls: Don't be afraid to use the walls to your advantage. Bouncing off the walls can help you navigate tight corners and avoid obstacles.</p><p class="MsoNormal">Stay Calm: It's easy to get flustered when the game speeds up, but staying calm and focused will help you make better decisions.</p><p class="MsoNormal">Small, controlled movements: Try to make small, controlled movements. This will help you to avoid oversteering and falling off the edges.</p><p class="MsoNormal">Predict the path: Pay attention to the upcoming path and try to predict where the gaps and obstacles will be. This will give you more time to react and adjust your course.</p><p class="MsoNormal">Utilize the entire width: Don't be afraid to use the entire width of the path. Sometimes it's better to move to the side to avoid an obstacle than to try to go straight through it.<br>Take breaks: If you're getting frustrated, take a break. Come back to the game later with a fresh perspective.<br><br>5. Ready to Test Your Skills?<br><br>So, what are you waiting for? Head over to Slope and give Slope a try! See how far you can roll and challenge your friends to beat your high score. Be warned though; this game is seriously addictive!</p><p class="MsoNormal">Click here to play Slope now!</p>
<p>Hi Everyone</p><p>I created a dome composed of many beams as shown in the figure 1 and 2, and made a cylinder imapct it. I applied *CONTACT_AUTOMATIC_BEAMS_TO_SURFACE_ID between the cylinder and each beam. As for beams, there is a little difference in height between 2 beams. I didn't add any contacts. I added *CONSTRAINED_GENERALIZED_WELD_SPOT or *CONSTRAINED_SPOTWELD between the nodes of 2 beams closest to the intersection. After I ran the simulation, the cylinder went through the dome rather than impacting it, as shown in figure 3. The beams appeared to have a little oscillation. It seems that there is still some interaction force between the beam and the cylinder. But the cylinder just directly went through the beams. Does anybody know the reason and how to fix it? </p><p>I attached my .k file : https://tuprd-my.sharepoint.com/:u:/g/personal/tut06916_temple_edu/IQAtEDBPZhKLRYw4Kr0EEa_AAeYXal-n6FkEF1ROSpG_67k?e=86nLOW</p><p></p><p></p><p></p>
<div class="text-neutral-content"><div class="mb-sm mb-xs px-md xs:px-0 overflow-hidden" data-post-click-location="text-body"><div id="t3_1rr5r9z-post-rtjson-content" class="md text-14-scalable pb-2xs [--emote-size:20px]" dir="auto"><p>Hi,</p><p>I'm modeling hypervelocity impact (2.22 km/s tungsten carbide sphere on HSLA-100 steel) with coupled thermal-structural analysis using S-ALE (Structured ALE) mesh.</p><p>Initial Attempt & Issue:</p><p>I first tried the implicit thermal solver using:</p><p>- *CONTROL_SOLUTION (Thermal-Structural Analysis)</p><p>- *CONTROL_THERMAL_NONLINEAR</p><p>- *CONTROL_THERMAL_SOLVER</p><p>- *CONTROL_THERMAL_TIMESTEP</p><p>However, I observed physically unrealistic temperature rates (dT/dt on the order of billions of °K), which is physically impossible. I switched to the Explicit Thermal Solver (*CONTROL_EXPLICIT_THERMAL_* cards) as an alternative, but encountered a fatal initialization error.</p><p>Current Error:</p><p></p><p>forrtl: severe (164): Program Exception - integer divide by zero</p><p>Image PC Routine Line Source</p><p>lsdyna_mpp_dp_imp 00007FF731E6B4CC XPLCTH_INIT 1148 dyn20x.F</p><p>...</p><p></p><p>The crash occurs during initialization (XPLCTH_INIT), suggesting a division by zero in the thermal data setup.</p><p>Specific Questions:</p><p>Explicit Thermal Setup with S-ALE:</p><p>For cards like *DATABASE_ALE, *CONTROL_EXPLICIT_THERMAL_INITIAL, and *CONTROL_EXPLICIT_THERMAL_OUTPUT, the manual states SETID can be left blank for "all parts," but LS-PrePost/LS-DYNA requires an integer. Since S-ALE mesh elements are generated internally at runtime (not predefined in *ELEMENT_SHELL), I cannot reference them via traditional *SET_SHELL_LIST.</p><p>- How do I properly define SETID for S-ALE domains in these cards? Should I use *SET_MULTI_MATERIAL_GROUP instead?</p><p>Phase Change Modeling:</p><p>My material definition includes *MAT_THERMAL_ISOTROPIC_PHASE_CHANGE for the steel target (solid-to-liquid). Does the Explicit Thermal Solver support phase change energy (latent heat), or is this capability restricted to the implicit thermal solver? If supported, are there specific considerations for S-ALE multi-material groups?</p><p>Divide-by-Zero Cause:</p><p>The error trace points to XPLCTH_INIT (dyn20x.F:1148). This typically indicates zero thermal mass (density × specific heat) in a thermal part definition. Given that my vacuum/void material (*MAT_ALE_VACUUM) has near-zero thermal properties, could this be triggering the crash? Should vacuum regions be excluded from the thermal solver via *SET_PART_LIST, or is there a minimum non-zero thermal density requirement?</p><p>Model Context:</p><p>- 2D Axisymmetric S-ALE mesh (fine resolution)</p><p>- 3 ALE Multi-Material Groups: HSLA-100 Steel, Tungsten Carbide, Vacuum</p><p>- Thermal properties defined via *MAT_THERMAL_ISOTROPIC and *MAT_THERMAL_ISOTROPIC_PHASE_CHANGE</p><p>- Using MPP R14.1.1 on Windows</p><p>Keyword file attached for reference:</p><p><a class="relative pointer-events-auto a cursor-pointer
underline" href="https://buffalo.box.com/s/y7rz3bqg4xsvuir6z94b50mcg2g3jp1s" target="_blank" rel="noopener">https://buffalo.box.com/s/y7rz3bqg4xsvuir6z94b50mcg2g3jp1s</p><p>Any guidance on proper explicit thermal initialization with S-ALE and phase change setup would be greatly appreciated.</p><p>Thanks,</p><p>Amrith</p></div></div></div><div> </div>
<p>Hi all, I'm trying to learn simulating hypervelocity impact by myself, I notice that most of the journal papers choose Autodyn. And my question is what's diference between using Autodyn standalone and using Ansys/ explicit dynamics plus Autosdyn? Also, which way is easier to model layered composite material? </p>
<p></p><p>I got these error codes while trying to run an FEA simulation, and I have tried to go back in and define the section IDs, but it isn't working. Does anyone have advice to fix these?</p>
<p>Hi All, </p><p>I created 2 beams. After I applied cross section, there was an overlap between the two beams. I applied *contact_automatic_general between 2 beams. I found the beam would repel each other because there is model overlap. Does anybody know how to get rid of the repulsive force, even though there is overlap?</p><p></p><p></p><p></p><p></p>
<p>Hi all,</p><p>I am trying to simulate a hypervelocity impact (~5 km/s) on a CFRP laminate consisting of 16 plies with 15 resin-rich interlayers using the SPH method.</p><p>I already know the stacking sequence and fiber orientation of each ply. However, I am unsure how to properly construct the laminated structure in an SPH model.</p><p>In particular, I would like to understand:</p><p>• How to assign the orthotropic fiber orientation for each ply when using SPH particles.<br>• How to represent the interlaminar interfaces between plies (e.g., contact or cohesive behavior).<br>• How to build the layered laminate structure itself so that ply-level damage mechanisms such as fiber breakage, fiber–matrix debonding, and ply delamination can be captured.</p><p>What is the recommended approach to model the ply orientations, interply interfaces, and the laminate stacking structure when using SPH for CFRP impact simulations?</p>
<p>Hello everyone</p><p>I'm working on a ballistic analysis on Ls-Dyna. Before I do my own simulations I'm trying to replicate an article right now. In that article a rigid ball smashes into a aluminum armor plate. Material model for aluminum is Johnson Cook and the values of it were given in article but when I run the simulation stress values looks weird. For instance X,Y and Z stress values all looks the same, there is NO shear stress whatsoever, there are only small dots of stress in von mises and tresca stress, effective plastic strain is non-existant and the bulge that appears when the ball penetrates through the armor seems too big. What could be causes of this? When I use simplified johnson cook model stress and strain values looks fine but when I switch to normal johnson cook everything looks wrong. Can somebody help please??? Pictures of my problem are in the link: https://imgur.com/a/nTRUaSL</p>