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Re: Physics question?

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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 02:47 PM
I know the formula for getting the force required to keep a part in the air is mass*196.2, but I'm wondering where 196.2 came from?


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bosswalrus is not online. bosswalrus
Joined: 04 Jan 2013
Total Posts: 5430
24 Aug 2016 02:48 PM
http://wiki.roblox.com/index.php?title=Gravity
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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 02:49 PM
Thanks


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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 02:55 PM
I tried getting the total mass of every part touching the part + the part's mass * 196.2, and it shot straight up :/
oh well, bodyposition here i come


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thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
24 Aug 2016 03:16 PM
thats not how gravity works

you need to use the actual equation for gravity that can be found if you google it

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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 03:17 PM
@blarg

Yes, because earth gravity applies to ROBLOX. How could I have missed this!

*bangs forehead vigorously against my desk until I break my skull*


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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:18 PM
(mass of other parts + part's mass) * 196.2 should work. Are you sure you didn't screw up your order of operations?


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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:19 PM
Unless you applied that to all the parts. If you applied it to all parts, then you only need each individual part's mass in their respective body forces.


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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
24 Aug 2016 03:23 PM
order of operation?

you can do both 196.2*mass or mass*196.2
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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:23 PM
That's not what order of operations is.


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thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
24 Aug 2016 03:24 PM
bodyposition with only y in the maxforce at like 4e7
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CWRA0444 is not online. CWRA0444
Joined: 14 Jan 2010
Total Posts: 6013
24 Aug 2016 03:24 PM
total mass of every part touching the part + (the part's mass * 196.2) try that

...thats why yellow makes me sad
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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 03:24 PM
@2egg

I don't know, I'm trying to accomplish that the part floats even if something is on top of it, but it should be able to flip in place if jumped on.


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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:27 PM
That's not how anti-gravity works though. Objects with no gravity still respond to applied forces, including a player jumping on it.

So if you want an object that doesn't move when a force is applied, yes, use a BodyPosition.


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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:28 PM
" total mass of every part touching the part + (the part's mass * 196.2) try that "

no that's incredibly wrong.


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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 03:31 PM
@2egg

No.. the part should stay in the air, but when jumped on, rotate.


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2eggnog is not online. 2eggnog
Joined: 08 Nov 2008
Total Posts: 1351
24 Aug 2016 03:32 PM
Yes, use a bodyposition.


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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 03:53 PM
Is there a way to make it flip just a little bit less? It flips way too fast, they don't stand a chance.


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RemasteredBox is not online. RemasteredBox
Joined: 19 Jun 2016
Total Posts: 2140
24 Aug 2016 04:25 PM
bump


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Isosta is not online. Isosta
Joined: 10 May 2015
Total Posts: 14729
24 Aug 2016 04:31 PM
Gravity = (part1:GetMass() * part2:GetMass())/Distance
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