HIGH Rpm glitch

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HIGH Rpm glitch

Postby Rhett97 » Wed Dec 16, 2009 6:23 am

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when an object reaches a certain RPM it "Appears" to freeze till you disturb it then it slows down and it becomes noticeable that it is speeding up... kinda confusing.
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Re: HIGH Rpm glitch

Postby kilebantick » Wed Dec 16, 2009 8:39 am

This has been known for a very very very long time.
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Re: HIGH Rpm glitch

Postby RA2lover » Wed Dec 16, 2009 2:09 pm

this usually happens when sim.frequency blends with the rotation speed. so, at 6000 RPM, it would take only 1/100 of a second, which is the same time for each sim step.
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TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
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Re: HIGH Rpm glitch

Postby Rhett97 » Wed Dec 16, 2009 6:00 pm

hmm... So its kinda like where a video camera recording a helicopter matches the frame speed and it looks like the blades stop spinning??
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Re: HIGH Rpm glitch

Postby RA2lover » Wed Dec 16, 2009 7:48 pm

more like a car's rim. even if the spin matches the frame speed on the helicopter, there is the exposure time. so, it might look blurry. the rim spins at a lower speed, being able to be synched with a smaller blur. if you get a REALLY professional camera, a helicopter with blades not spinning can happen
Jrv wrote:
TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.


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Re: HIGH Rpm glitch

Postby Nxdt » Thu Dec 17, 2009 6:11 pm

Same thing happens with propeler driven things, The fan may appear to be stationary or moving very slowly but it is actually rotating at a high rpm. And Ra2lover sim.frequency does not effect this, it depends on your monitors refresh rate, usaually 60Hz. So a speed of 3600 rpm should look stationary.
3600 = 60 (seconds in one minute) * 60 (refresh rate)
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Re: HIGH Rpm glitch

Postby Sonic » Thu Dec 17, 2009 6:42 pm

A good way to test this is get something spinning on a motor, then hold it in front of an old computer monitor. If it's spinning at the right speed, it'll look like it's not moving! :D
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Re: HIGH Rpm glitch

Postby daniels220 » Thu Dec 17, 2009 8:24 pm

@Nxdt sim.frequency does effect this. 3600RPM looks crazy-flickery, not steady. Algodoo frames do not have to exactly match screen frames—instead, what Algodoo does is it plays part of one frame and part of the next, or combines them. Try it out, you'll see.
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Re: HIGH Rpm glitch

Postby Nxdt » Fri Dec 18, 2009 6:15 pm

Oh okay, i see what you mean.
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Re: HIGH Rpm glitch

Postby RA2lover » Fri Dec 18, 2009 6:36 pm

nope. algodoo renders in the screen the latest simstep rendered.
Jrv wrote:
TC42 wrote:Quite honestly, I didn't think anyone on 4chan has that good a use of grammar, spelling, usage, mechanics, ect.
But I've never been there, so I may be wrong.


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Re: HIGH Rpm glitch

Postby a Mammoth » Fri Dec 18, 2009 10:01 pm

This had some unique properties in Phun beta 4.22.
I used it to propel bullets:

It will fire a few shots, used to be automatic, but the springs no longer make them go back to vertical.

And to create a shield, which still sort of works but is less stable:
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