Angular velocity "decays"

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Angular velocity "decays"

Postby Ravenplucker » Tue Apr 26, 2011 5:43 am

While fiddling around with an engine I decided to jump start it by inputing an angular velocity value on the flywheel.

So I put in 15 rad/s, began the scene, and then went back. The 15 rad/s had turned into 14.4604 rad/s. I kept on doing it and the value kept on decaying. It would happen even when I didn't start the scene, like when I make a box and then undo it.
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Re: Angular velocity "decays"

Postby Someone Else » Tue Apr 26, 2011 8:15 pm

Hmm... I suppose you could use normal velocities.
  • Hinge a small circle to the top edge of the flywheel.
  • Hinge an identical circle to the bottom of the flywheel.
  • Set the velocity of the top one to [30, 0].
  • Set the velocity of the bottom one to [-30, 0].
  • Start the scene. The wheel should spin.
  • Make the small circles killers.
  • Add some strategically placed killers to kill the small circles.
This angular velocity shouldn't decay.
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