generic image
Processing...
  • Games
  • Catalog
  • Develop
  • Robux
  • Search in Players
  • Search in Games
  • Search in Catalog
  • Search in Groups
  • Search in Library
  • Log In
  • Sign Up
  • Games
  • Catalog
  • Develop
  • Robux
   
ROBLOX Forum » Game Creation and Development » Scripters
Home Search
 

Re: What relation do these two share?

Previous Thread :: Next Thread 
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 12:58 AM
What is the relation that RotVelocity and Velocity share?

I would like to use their magnitudes to compare how fast one is rolling to how fast it is moving

That way I can calculate if they are drifting
Report Abuse
Flux_Capacitor is not online. Flux_Capacitor
Joined: 07 Apr 2008
Total Posts: 45720
31 Aug 2016 01:01 AM
Can't you check if they're drifting if you dot the cars lookvector with the direction of their velocity to check if it's near perpendicular? I don't see why you'd need to use RotVelocity
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:02 AM
because i am not trying to get if the car is drifting sideways, i want to get if there is traction loss

i thought that would be obvious since wheels dont spin sideways
Report Abuse
Flux_Capacitor is not online. Flux_Capacitor
Joined: 07 Apr 2008
Total Posts: 45720
31 Aug 2016 01:03 AM
Obviously not but their velocity will be going perpendicular to the direction the car is facing if they're drifting would it not?
Am I misunderstanding this or are you just stupid
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:05 AM
you are the one being stupid

i want to know what relation the RotVelocity will have vs the Velocity (comparing their magnitudes)

because if the magnitude of one is completely under the magnitude of the other (using Dot Product to get how forward it is going), i can detect if there is too much of a change between the two and check if they are drifting

so i would like to know the ratio of RotVelocity to Velocity
Report Abuse
Flux_Capacitor is not online. Flux_Capacitor
Joined: 07 Apr 2008
Total Posts: 45720
31 Aug 2016 01:08 AM
Yet again I don't see how you can't accomplish this with vector projections but ok
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:09 AM
Can't you just use the lookvector of the car and the direction you're going? [2]

Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:09 AM
like I said before, I WANT TO KNOW

the ratio of RotVelocity to Velocity

so if I spun a wheel at #magnitude, how fast would that be if i have full traction at #magnitude for the velocity
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:10 AM
because it is obvious that if a wheel is spinning on the floor without any traction it is going to skid/drift

i dont think you guys understand
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:12 AM
Without any traction? Wouldn't the wheels just spin then and the car wouldn't move at all?

I don't see what you're talking about.
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:14 AM
https://youtu.be/aDi4hlYPstg?t=31s

as you can see in the video, there is some slight skidding effects and in video games, we like to amplify them.
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:20 AM
now could someone with actual common sense help me out? thx
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:20 AM
Well ideally 1 revelation of the wheel should move the car forward by whatever the circumference of the wheel is.

So if you're car wheel radius is 1 then every revelation should move the car forward math.pi*2 assuming the traction is perfect.

Is this what you needed?
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:24 AM
so im guessing the only true way to know is to drive my vehicle at full speed and max traction and then record the
RotVelocity.Magnitude
and
Velocity.Magnitude

and then I detect if the deviation is bigger than 2 and drift if it is?

like lets say the ratio was

1200:15

so i would divide

math.abs(RotVel.Magnitude/1200 - Vel.Magnitude/15)

to get the deviation factor?
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:27 AM
I mean you know what the ideal speed is (with the circumference and revelations/s). You could just compare the velocity divided by the ideal speed and compare to a constant.

if speed/perfectspeed < 0.8 then
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:29 AM
but that is not what I want, I want to find how far off the deviation is between the RPM and the speed of the vehicle

so I assume my method should work since it finds the ratio of RPM to Velocity and finds the amount of deviation

I want to basically detect if the vehicle is losing traction
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:31 AM
You're honestly the stupidest person I've ever tried to help. It's like you're a "missing link" for evolution ###### ## ##### Or even just missing a huge chunk of your brain. Maybe you thought it was meatloaf, I don't know.
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:32 AM
"You're honestly the stupidest person I've ever tried to help"
its not my fault you cant understand the basic concept of traction
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:34 AM
You're literally shutting down everyones attempts to help, and shoving your solution down our throats. We're not here to blow smoke ## #### #### Well you're solutions awful. Honestly, the worst. Get out.
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:35 AM
Kid, do you even know what I am trying to do?
because your answer obviously does not work

I dont care if the wheel is not spinning at normal speed you idiot
I care if the wheel is losing traction, not if it is too fast

Are you usually this stupid?
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:37 AM
And if the speed was 15 and the rotational velocity was 1200 like I said before:

math.abs(RotVel.Magnitude/1200 - Vel.Magnitude/15)

math.abs(1200/1200 - 15/15)

math.abs(1-1)

0

which means it has PERFECT TRACTION

but if it was slipping:

math.abs(1200/1200 - 5/15)

math.abs(1-0.333333333)

0.66666666666666

which means it is obviously having low traction
Report Abuse
lampwnage121 is not online. lampwnage121
Joined: 20 Oct 2012
Total Posts: 4285
31 Aug 2016 01:43 AM
You've already been told the answer but you've shrugged it off. You need three pieces of info to calculate what you're trying to do but you are leaving out the size of the wheel.

Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:43 AM
no i do not because i can just record the ratio when i am at full speed and traction
Report Abuse
Toonshield is not online. Toonshield
Joined: 04 Mar 2015
Total Posts: 518
31 Aug 2016 01:44 AM
shhh hes a genius. ;)
Report Abuse
thedailyblarg is not online. thedailyblarg
Joined: 26 Feb 2012
Total Posts: 5506
31 Aug 2016 01:44 AM
and if i have complete traction, they should be proportional since more RPM = more speed

so i just want to factor out the deviation that traction/friction causes
Report Abuse
Previous Thread :: Next Thread 
Page 1 of 1
 
 
ROBLOX Forum » Game Creation and Development » Scripters
   
 
   
  • About Us
  • Jobs
  • Blog
  • Parents
  • Help
  • Terms
  • Privacy

©2017 Roblox Corporation. Roblox, the Roblox logo, Robux, Bloxy, and Powering Imagination are among our registered and unregistered trademarks in the U.S. and other countries.



Progress
Starting Roblox...
Connecting to Players...
R R

Roblox is now loading. Get ready to play!

R R

You're moments away from getting into the game!

Click here for help

Check Remember my choice and click Launch Application in the dialog box above to join games faster in the future!

Gameplay sponsored by:
Loading 0% - Starting game...
Get more with Builders Club! Join Builders Club
Choose Your Avatar
I have an account
generic image