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Re: Physics Manipulation

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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 04:59 PM
To clear things up: Yes -- this is Scripters, but there's no Physics forum, and I can count the amount of people who even know what Physics is in the Scripting Helpers forum on my fingers -- if I chopped them all off. Programmers, typically, also happen to be good with physics/math. Following my logic?

The original ROBLOX scale is that 1 meter = 20 studs. This leaves ROBLOX characters being 1/4 meter tall(9.84 inches -- not even a foot) which is relatively absurd, so I logically, not physically, changed the scale so now 1 meter = 3.125 studs. This leaves ROBLOX characters at 1.6 meters tall(about 5'2" tall.) There doesn't seem to be any issues here, so let's move on.

In the below place, I put a ROBLOX character with a brick on each side of it. The one to the left of the character uses the new physics(Part A), while the one on the right(the one that falls faster -- Part B), uses the old physics. Clicking the character's torso will send the parts to the top of the character's head(equivalent to 5'2" with the new physics scale) and allow them to fall. The old part falls at 20 studs/s^2, and the new part falls at 3.125 studs/s^2 -- both as expected. However, Part A looks extremely slow compared to Part B, so I did a little test in real life. I dropped a pen from about 5'2" at the same time I clicked the character's torso. Part A and the pen seemed to hit the ground at about the same time(not exactly the same time due to air resistance on the pen and the extremely short delay between when I dropped the pen and when I clicked the torso.)

Am I just so used to the normal ROBLOX physics scale that the realistic-ish physics scale seems off, or is this due to an error in the process I used to come up with the new scale?

http://www.roblox.com/Physics-Manipulation-place?id=15835872

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xPRESIDENTx is not online. xPRESIDENTx
Joined: 10 Jun 2011
Total Posts: 815
07 Jan 2014 05:08 PM
And how did you change the size? it looks exactly the same unless my eyes are fooling me.
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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 05:11 PM
I didn't change the size.

My only guess as where you thought that I changed the size from was the word "Scale." When I reference scale, I'm referencing the scale of 1 meter = x studs.
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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 05:12 PM
^Size of the bricks*

If you're wondering how I changed the physics, I just put a BodyForce into Part A and changed the value so that it would cancel out enough of the default ROBLOX gravity to allow Part A to accelerate downwards at 3.125 studs/s^2
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xPRESIDENTx is not online. xPRESIDENTx
Joined: 10 Jun 2011
Total Posts: 815
07 Jan 2014 05:14 PM
Oh, make a global function that uses an algorith to determine the weight to add to parts depending on the size of the part. You call it on a model or part and it adds realistic weight to all the parts. Make momma proud.
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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 05:17 PM
@president: That's not what I'm asking. I know how to globally change the physics, and if I had globally changed the physics, I would have to add more negative acceleration to Part B to have it be pulled down at the default acceleration rate(completely making that system useless for testing purposes)

I'm asking whether it is just me being so used to the default scale that Part A seems to fall slowly, or it should really be accelerating downwards at x studs/s^2 instead of 3.125 studs/s^2.
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xPRESIDENTx is not online. xPRESIDENTx
Joined: 10 Jun 2011
Total Posts: 815
07 Jan 2014 05:21 PM
Uhm idk what youre asking but theres not one physics engine that can replicate Gods awsome creation of the world so you will never get hyper realistic physice but you did a good job manipulating robloxs engine
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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 05:25 PM
"ut theres not one physics engine that can replicate Gods awsome creation of the world so you will never get hyper realistic physice"

Please, if you don't know anything about the ROBLOX physics system, how BodyForces function, nor how to do physics conversions, don't post anymore.
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xPRESIDENTx is not online. xPRESIDENTx
Joined: 10 Jun 2011
Total Posts: 815
07 Jan 2014 05:33 PM
no megatron dont hurt me
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AstralPuzzle is not online. AstralPuzzle
Joined: 15 Oct 2013
Total Posts: 32
07 Jan 2014 06:29 PM
I haven't taken physics, but I do have a basic understanding of it.

The acceleration of gravity is 9.8 m/s/s downward and because a meter is 3.125 studs would a part not accelerate downwards at 30.625 studs/s/s? I could be way off here.
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EchoReaper is not online. EchoReaper
Joined: 14 Oct 2008
Total Posts: 4323
07 Jan 2014 06:33 PM
My bad. I meant that they are accelerating 20 * 9.81 and 3.125 * 9.81. I had originally left out the 9.81 because it was common knowledge, but that's my fault. Miscommunication on my part.

The original accelerates downwards at 9.81 * 20 studs/s^2(which is about 196.2 I think), and the other one(Part A) accelerates downwards at 9.81 * 3.125(which is 30.66, as you stated earlier)

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AstralPuzzle is not online. AstralPuzzle
Joined: 15 Oct 2013
Total Posts: 32
07 Jan 2014 06:38 PM
Well in that case, I can only say that we're probably used to ROBLOX's physics engine. Part A seems to fall slower because ROBLOX is scaled down a ton most likely.
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