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Tie Forces

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Numsgil:

--- Quote ---Glad you figured it out, although my brain refuses to make much sense of the math :wacko:

Would it be possible for MB's to be moved a bot at a time rather than all at once? I'm not sure of the programming constraints, but it still seems DB has problems moving large MB's in torroidal mode. Should also make it more realistic since bots couldn't abuse the edges anymore
--- End quote ---
I have it on my to do list.  Basically I'd need to make it so that ties can span across the torroidal screen.  Which means I'd have to rig up some modular math in all kinds of fun places.  I estimate it'd take like a day and a half of work max.
I think= I've figured it out.  Until I actually program it, I can't be sure.

Endy:
I'm not sure it'd be an issue for individual SB's, They don't really gain anything from some such a slight movement advantage. The MB's however can literally hip hop across the screen. I'm mainly concerned with my huge giant size MB's with thousands of bots moving at once. It's also bad having "fixed" bots of MB's being moved simply because a member has passed over the edge.

Modular math...icky.

Wish you luck :)

Numsgil:
Okay, I have a real quick question, and tehn I think I have this thing solved:

Can you calculate the torque with any pivot, or do you have to use a specific pivot to calculate from?  Like, say, the center of mass?

Botsareus:
the great, but whats a pivot? better: whats torque

 :P

... so mutch for helping num with the tie forses ...

Although this does remind me about building airoplains, you have to build it arround the center of gravity otherwise it will be unbalanced...

PurpleYouko:

--- Quote ---Can you calculate the torque with any pivot, or do you have to use a specific pivot to calculate from? Like, say, the center of mass?
--- End quote ---
One problem I always had with torque is that it is a bit of a misnomer. It isn't really torque at all. Real torque is a twisting force applied to something that is able to rotate  about its axis. Like the drive shaft in a car.
In DB, torque appears to be the acceleration force applied to a robot on one end of a tie (at right angles to the direction of the tie), imparted when the robot on the other end of the ties spins back after a rotation. This isn't really torque at all.

In order to make this work accurately the force (or acceleration) created by a robot spinning back after a rotation (WRT the tie) needs to be split between the robots on either end of the tie in such a way that they both recieve an equal change in momentum but in opposite direction. That is not equal acceleration but a calculated force based on the distance from the centre of mass between the two bots.
I think that at present the force is only applied to the robot at the other end of the tie and not on the robot actually spinning. I may be wrong about this though. it has been a while since I messed with this stuff.

DB torque is kind of awkward since it has to be applied to every tied bot after each and every direction change. Also springyness of bot to tie needs to be adjustable in some way, just like the stiffness and damping of the tie itself needs to be adjustable. My sysvar "stifftie" started us in the right direction but we have a long way to go still.

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