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| 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?
"me caveman rawr" - Me |
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| 24 Aug 2016 02:48 PM |
| http://wiki.roblox.com/index.php?title=Gravity |
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| 24 Aug 2016 02:49 PM |
Thanks
"me caveman rawr" - Me |
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| 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
"me caveman rawr" - Me |
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| 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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| 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*
"me caveman rawr" - Me |
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2eggnog
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| Joined: 08 Nov 2008 |
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| 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
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| 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
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| 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
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| 24 Aug 2016 03:23 PM |
That's not what order of operations is.
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| 24 Aug 2016 03:24 PM |
| bodyposition with only y in the maxforce at like 4e7 |
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CWRA0444
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| 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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| 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.
"me caveman rawr" - Me |
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2eggnog
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| 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
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| 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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| 24 Aug 2016 03:31 PM |
@2egg
No.. the part should stay in the air, but when jumped on, rotate.
"me caveman rawr" - Me |
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2eggnog
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| 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.
"me caveman rawr" - Me |
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| 24 Aug 2016 04:25 PM |
bump
"me caveman rawr" - Me |
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Isosta
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| 24 Aug 2016 04:31 PM |
| Gravity = (part1:GetMass() * part2:GetMass())/Distance |
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