Hello,

First of all - I'm new to Gazebo:) and I'm trying to make a model of Robocup
robot 
(small-size league), something similar to 
http://www.youtube.com/watch?v=APUhsu9eUEM

This is an example of a game:
http://www.youtube.com/watch?v=1JJsBFiXGl0

Robots that I'm trying to create are similar (except that they have to use
differential drive).
My scheme:
http://www.nabble.com/file/p18370471/schemat.jpg 

To make it clear :)
- image on the left - top view of a robot (without wheels on the left and
right side)
On the right:
- blue one - dribbler device - rotating cylinder used to give a ball (orange
one) rotation
so it will stick to the robot 
- red box - device used to kick the ball 

My questions/problems:
1. Dribbler bar is a cylinder, which has to rotate at some speed. I've
connected it with the chassis (black shape on the left) with hinge joint :
        <joint:hinge name="dribbler_joint">
                <body1>dribbler</body1>
                <body2>chassis</body2>
                <anchor>dribbler</anchor>
                <axis>0 1 0</axis>
        </joint:hinge>
so there is only one connection point at the center of the dribbler
cylinder. When dribbler is rotating and robot is doing a turn, dribbler
'needs some time' to follow that turn (rotating round his center along the z
axis). Can I connect dribbler to the chassis in a diffrent way (so there
will be 2 connection points - one at each end of the dribber) to make it
more stable? 

2.  Ball, once it's kicked, doesn't stop - even though friction coeffs for
field and ball are set to be more than 1.0. 

3. Kicking device - I've created it using a box attached to a chassis with a
slider joint. To kick, i've modified a Differential_Position2d controller so
it can apply force to the slider joint. My problem is that to kick a ball
with satisfying speed the force should be quite large, so the box (kicking
device) can move very fast for a short distance. Because of the step time
and the great force used to move a joint box misses (or seemes to penetrate)
the ball (so  O|  turns into  |O :) ). I know that is because of the step
time - problem disappears if I make it smaller (currently I'm uising 0.001)
and the collision beetwen box and ball is detected correctly, but that makes
simulation extremly slow. Is there any way to avoid this problem?

Thanks for advice (and sorry for the images:) )
Kamil

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