I suspect that the first line, under the one with all the characters, is 0+0=0.
However, that symbol in the fourth line, the one that kind of looks like <, i can't tell if it's a number or operation, because of the different ways it's used.
The path of an object in orbit varies inversely to how close it is to the parent body. The laser, regardless of what velocity you set it to, will still hold a constant velocity throughout the trajectory. That's what I've been trying to tell you, that with single laser, such a thing is not possible. It's cool, but it can never be generally accurate.
Look at the scripts inside the player. It's not the kind of movement I would normally use, using materialvelocity, which makes the surface of the player like a conveyor belt. There's a jump script, which simply leaps the player into the air, it's the bit that says vel = vel + [0, scene.my.jpower]. This variable, scene.my.jpower, is changed throughout the scene to fit each part of the game. Mostly, game design is saving any scripts that do something useful, then putting them altogether into a game, along with a potential few new scripts.
For instance, there's an unmentioned feature in the game, where if you press F, a ball will be chucked in the direction from the player to the mouse. If you then press E, you will be teleported to wherever that ball is, even if it's midair. This was really hard to figure out, even though I had done it before. I can't directly set the player's position to this ball, because the player's position is a local variable. Instead, I define a global variable when E is pressed, a position, that is set to the ball's location. However, after the ball is deleted, the palyer is still moved to this position every frame, essentially locking them in place. So, I added a second variable, basically a timer. this value increases by 1 every frame, and when E is pressed, it is set to 0. The player is locked at the global position whenever that variable is under a certain value. This allows the player to only be stuck at that location for a frame or two, which is exactly what I wanted.
Quark Down, there is already a function for this, which is much easier to copy. It looks like this:
math.vec.dist(pos1, pos2)
You just put in either a variable or an array in place of pos1 and pos2, and the expression will return the distance between those positions. There is also a variation called length, which calculates the length of a vector. It looks like this:
math.vec.len(vec1)
This is useful for calculating the speed of an object given its velocity, or the distance from an object to the origin.
Xray - That may be why powering the yellow gear means the blue gear turns slower, however, with my real life model, I can power the blue gear, and the yellow gear, only powered by the blue gear, will turn faster than it.