of     1   

blockoo
#34574244Tuesday, September 28, 2010 9:27 PM GMT

What's the formula I could use to balance an object's weight with an upward BodyForce?
AgentFirefox
Top 100 Poster
#34574301Tuesday, September 28, 2010 9:28 PM GMT

There is no EXACT formula, but you can use this to get it close: Force = V * 196.4
blockoo
#34574373Tuesday, September 28, 2010 9:29 PM GMT

V = the mass of the part, right?
zeke505
#34574443Tuesday, September 28, 2010 9:30 PM GMT

BODYFORCE.force = Vector3.new(0,PART:GetMass() * 196.22, 0)
blockoo
#34574535Tuesday, September 28, 2010 9:31 PM GMT

Wait, do I use 196.22 or 196.4?
MrNicNac
#34574606Tuesday, September 28, 2010 9:32 PM GMT

Object:GetMass() * 196.2
AgentFirefox
Top 100 Poster
#34574613Tuesday, September 28, 2010 9:32 PM GMT

Try using 196.22. When I was the first person to figure it out, I got 196.2. Now all my bricks are falling a bit. I did not test the 196.4.
blockoo
#34575212Tuesday, September 28, 2010 9:39 PM GMT

Thanks guys
pwnedu46
#34596184Wednesday, September 29, 2010 2:12 AM GMT

"There is no EXACT formula, but you can use this to get it close" While there isn't a universal formula, you can use vector physics to find the x-component, y-component, and/or z-component force(s) and find the force being exerted on an object by multiplying the mass by the appropriate trig. ratio of theta. (paraphrasing my Pre AP Physics book) (**IMPORTANT: WHEN USING TRIGONOMETRIC FUNCTIONS TO CALCULATE VECTORS, YOU MUST CONVERT TO DEGREES _NOT RADIANS_**) sry for caps, but I don't want trolls saying "hey that doesn't work1!1!1!!!!!1!1one!," when it does work.
pwnedu46
#34596284Wednesday, September 29, 2010 2:14 AM GMT

floodcheck:Remove() ...this works because force is a vector. With a little math, it's very simple. ~pwnedu46~
Fungalmungal
#34596913Wednesday, September 29, 2010 2:26 AM GMT

Uh... No. In ROBLOX, gravity behaves in a much simplified way. It always pulls straight down, and its magnitude and direction do not change at all with respect to your location. No trig or vector math required. In real life, spherical objects behave like point masses. Basically, they act as if all of their mass were concentrated at a single point, for purposes of gravitation (at least, while you are outside their radius). For irregular, non-spherical objects, or systems with many objects, the calculations become incredibly complex. Not something you would ever be able to do without powerful supercomputers, if at all.
pwnedu46
#34826646Sunday, October 03, 2010 7:16 AM GMT

@fungal: hmm...you're probably right. Irregular objects would require calculus. No supercomputer would be required, you can use a 3D CAD (more specifically, Autodesk Inventor) program to simulate as close as possible to real-world conditions. On the other hand, when I downloaded that $500+ program (i got a free copy for school :D) it took about 2 hours to download with a 100 Mb/sec connection, and another 3 hours to install it. The total file size was about 8-10 Gb.
Pocok5
#35086390Friday, October 08, 2010 2:00 PM GMT

I tested 196.4. It worked.
ss1122
#35087164Friday, October 08, 2010 2:52 PM GMT

[ Content Deleted ]

    of     1