nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 26 Sep 2011 01:46 AM |
I know it was mass*someoddnumber=gravity.
Wat was that odd number? I think it started wit a six :/
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 26 Sep 2011 01:47 AM |
Roblox gravity
<'+1 Post. Ujelly?'>
|
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 26 Sep 2011 01:52 AM |
never mind, gawt eet.
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
Seireihen
|
  |
| Joined: 11 Sep 2011 |
| Total Posts: 120 |
|
|
| 26 Sep 2011 02:35 AM |
delte ur system34
~God Troll strikes again~ |
|
|
| Report Abuse |
|
|
|
| 26 Sep 2011 05:45 AM |
delte ur system32
-The naked old man who is possibly chocolate... |
|
|
| Report Abuse |
|
|
| |
|
Oysi
|
  |
| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
|
| |
|
myrco919
|
  |
| Joined: 12 Jun 2009 |
| Total Posts: 13241 |
|
| |
|
Oysi
|
  |
| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
|
| |
|
myrco919
|
  |
| Joined: 12 Jun 2009 |
| Total Posts: 13241 |
|
| |
|
myrco919
|
  |
| Joined: 12 Jun 2009 |
| Total Posts: 13241 |
|
| |
|
Trioxide
|
  |
| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
|
| |
|
Oysi
|
  |
| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
|
| |
|
|
| 26 Sep 2011 02:26 PM |
| Varying slightly on the high end is a good idea, though, I think, since it seems that sometimes physics computations aren't given to things like BodyForce. |
|
|
| Report Abuse |
|
|
Aaaboy97
|
  |
| Joined: 05 Apr 2009 |
| Total Posts: 6612 |
|
|
| 26 Sep 2011 02:40 PM |
192.1six43
Is what I believe the gravitational constant is.
st00pid roblox, that is not a fone numberrrr |
|
|
| Report Abuse |
|
|
|
| 26 Sep 2011 02:40 PM |
aaa is getting blocked
-The naked old man who is possibly chocolate... |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 26 Sep 2011 02:45 PM |
for _,v in pairs(workspace:GetChildren()) do if v:IsA("BasePart") and v.Anchored==false then bodyForce=Instance.new("BodyForce",v) bodyForce.force=Vector3.new(0,v:GetMass()*196.2*1.001,0) end end
I for some reason needed to multiply it by 1.001, otherwise, it won't float, but it'll fall.
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
|
| 26 Sep 2011 02:47 PM |
@nate
Lua is acting up on you.
-The naked old man who is possibly chocolate... |
|
|
| Report Abuse |
|
|
Corecii
|
  |
| Joined: 06 Aug 2010 |
| Total Posts: 687 |
|
| |
|
HotThoth
|
  |
 |
| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
|
|
| 27 Sep 2011 12:49 PM |
| Lol, when I first wanted to find that out, I didn't know about the conversion rate, so I just dropped a bunch of parts from different heights and timed how long it took them to hit. Trial and error FTW! XD |
|
|
| Report Abuse |
|
|
sncplay42
|
  |
| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
|
|
| 27 Sep 2011 01:32 PM |
| I've done that to measure it several times. |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 27 Sep 2011 02:39 PM |
@HotThoth, what was your estimate? :P
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
| |
|