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Friction Table.. for those who want to be "real" #29573
06/27/04 10:20
06/27/04 10:20
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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Hopewell Jct, NY
I recently bought some programming books, one on math and physics, in it was a table on the coefficients of friction, I wrote it up in a word document if anyone wants to read it.

[edit] hold on let me host it on a word file..
Surface Friction

Last edited by Yulor; 06/27/04 10:25.
Re: Friction Table.. for those who want to be "real" [Re: Yulor] #29574
06/27/04 10:43
06/27/04 10:43
Joined: Mar 2003
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fastlane69 Offline
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Remember to use these values "relatively" as in Wood has this much more friction relative to Stone.
You cannot incorporate these coefficients into the simulation as these friction coeffcients are to be used in the equation friction=coefficitent times normal force and the 3DGS PE works by setting a percentage value using ice and rubber as the extremes, as in 0 percent friction for ice on ice and 100 percent friction for rubber on rubber.

Re: Friction Table.. for those who want to be "real" [Re: fastlane69] #29575
06/27/04 21:28
06/27/04 21:28
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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Hopewell Jct, NY
thanks, well you are right... you need to use these coefficients to find the actual friction
here is a snippet from the book I'm reading...

For Static Friction:

Fs = MUsN (the s's are meant to be subscripts)
(N = the normal force)

For Kinetic Friction:
Fk = -MUkN (the k's are meant to be subscripts)
(N = the normal force)

to find normal force convert the weigth of the object on the surface to newtons, then multiply it by -1 (this should yield a positive number)

So to find friction...
i.e. for a racing game rubber on dry concrete:
The car weighs 1.5k pounds ---> -6672.6N
the normal force = 6672.6N

Static Friction = -1.0(667.6N) = -6672.6N

Kinetic Friction = -.9(6672.6N) = -6005.3N


if anyone out their wanted to know..
I still haven't delved to far into the physics engine yet...

Re: Friction Table.. for those who want to be "real" [Re: Yulor] #29576
06/28/04 00:59
06/28/04 00:59
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fastlane69 Offline
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Again my warning.
The Newtons of Force that you have calculated as the Force of Friction still has nothing to do with the phent_setfriction value.

So you still need to generalize these Newtons into a percentage that the 3DGS PE can handle.

Re: Friction Table.. for those who want to be "real" [Re: fastlane69] #29577
06/28/04 09:50
06/28/04 09:50
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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hmm.. maybe I should experiment with the engine...

Re: Friction Table.. for those who want to be "rea [Re: Yulor] #29578
06/28/04 09:57
06/28/04 09:57
Joined: Oct 2003
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Virginia, USA
qwerty823 Offline
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...and not argue with a guy with a PhD in Physics.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Friction Table.. for those who want to be "rea [Re: qwerty823] #29579
06/28/04 10:20
06/28/04 10:20
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fastlane69 Offline
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LOL I dont see it as argueing at all!
He is exposing some very valid points and reinforcing the PE mantra: don't use "real" numbers in a "virtual" world.

Re: Friction Table.. for those who want to be "rea [Re: fastlane69] #29580
06/28/04 10:30
06/28/04 10:30
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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ok, argue was probably the wrong word. But "you" were the one reinforcing that point. He was merely providing you an avenue in which to do it.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Friction Table.. for those who want to be "rea [Re: qwerty823] #29581
06/28/04 10:33
06/28/04 10:33
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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hey dave... you know.. you are starting to act like a father to me

Re: Friction Table.. for those who want to be "rea [Re: Yulor] #29582
06/28/04 12:07
06/28/04 12:07
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Posts: 2,320
Alberta, Canada
William Offline
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Thanks for your contribution! Though, as Fastlane stated - it wont look right in 3dgs PE(even if it does in the real world).


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