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Re: Work out how long it will take to reach a location w/ veloci

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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 03:54 PM
Is there a formula or an equation to work out how long it will take an object to reach a distance travelling at a certain velocity?




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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 03:55 PM
Oh its time = velocity / distance, but how do I use the velocity if its a Vector3?


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itsjustatlas is online. itsjustatlas
Joined: 21 May 2016
Total Posts: 864
12 Oct 2017 03:55 PM
d = rt


#code error("floodcheck blocked this post.") if humanoid.Health > 0 then post:Destroy end
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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 03:58 PM
b1


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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
12 Oct 2017 04:03 PM
that formula only works when acceleration is 0.
If you don't care about the Y component then you can use it, otherwise you still have to account for gravity.
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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 04:04 PM
How would I do that?

This is for a gun if it helps. And the acceleration is 0.
So can I divide a float by a vector3?



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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
12 Oct 2017 04:15 PM
local part = script.Parent local part2 = workspace.yourPart local velocity = ################################################################################# local distance = (part.Position-part2.Position).magnitude local Time = velocity/distance this should work.. no?
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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
12 Oct 2017 04:16 PM
local part = script.Parent
local part2 = workspace.yourPart
local velocity = (math.abs (part.Vel ocity.X)+math.a bs(part.Velo city.Y)+mat h.abs(pa rt.Veloc ity.Z))/3
local distance = (part.Position-part2.Position).magnitude
local Time = velocity/distance

this should work.. no?

--sorry u will have to remove spaces in the 'velocity =' section
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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
12 Oct 2017 04:17 PM
My logic with velocity is; - Vector3 is speed in each direction, so to get speed, add all # ### ###### by 3. -- buuuuut you must make sure to add the absolute values because negative numbers will not work
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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
12 Oct 2017 04:21 PM
My logic with velocity is; - Vector3 is speed in each direction, so to get speed, a d d all and divide by 3. -- but you must make sure to add the absolute values because negative numbers will not work


--HOLY COW FILTER SO ANNOYING
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crossbar is online. crossbar
Joined: 08 Dec 2009
Total Posts: 2817
12 Oct 2017 04:23 PM
The formula for the displacement of an object with regards to acceleration is:

s=ut+1/2(a x t^2)

Where s is the displacement in meters
t is the time taken (what you're looking for)
u is the initial velocity
and if you have acceleration then a is acceleration in m/s^2

So get the initial velocity of the object and its acceleration as well (average acceleration) and then solve for t.
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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 04:24 PM
hmm, it kinda did. but its very inaccurate


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AskavixDomini is online. AskavixDomini
Joined: 06 Aug 2016
Total Posts: 1034
12 Oct 2017 04:26 PM
sorry, i dont understand that, there is no accelration (its moving at a constant speed)

Basically say I have
234 studs
I'm moving at (4, 6, 3)
how long would this take? this is the problem I have




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Quasiduck is not online. Quasiduck
Joined: 28 Sep 2008
Total Posts: 2437
12 Oct 2017 04:32 PM
(4,6,3).magnitude = sqrt(61)

So it moves sqrt(61) studs a second in the same direction as (4,6,3).


234 studs / (sqrt(61)*studs/second) = 29.96 seconds.

This assumes that your velocity is constant and does not change.
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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
13 Oct 2017 04:53 PM
Velocity = (|4|+|6|+|3|/3) = 4.333 studs/second

Time = 234/4.333 = 54 seconds

Hmm..
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Hazania is not online. Hazania
Joined: 04 Jun 2010
Total Posts: 1344
13 Oct 2017 04:54 PM
Are you sure magnitude is correct way to solve problem?
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Quasiduck is not online. Quasiduck
Joined: 28 Sep 2008
Total Posts: 2437
13 Oct 2017 05:42 PM
Yes.

Vector length is the shortest distance between the origin and the vector position.

e.g. Say you move forward (1,0,0) and then up (0,1,0)

That is the vector (1,1,0). However, it would have been quicker to just go diagonally to (1,1,0) which has a distance of sqrt(1^2 + 1^2) = sqrt(2) (by Pythagorean theorem).


I'm assuming of course that the 234 studs meant 234 studs away in the same direction that the object is travelling.

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