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Re: Friction Table.. for those who want to be "rea [Re: William] #29583
06/29/04 01:54
06/29/04 01:54
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
anytime...

Re: Friction Table.. for those who want to be "rea [Re: Yulor] #29584
06/30/04 10:00
06/30/04 10:00
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
Developer

Joined: Aug 2003
Posts: 828
Why wouldn't it be possible to use the friction table from real life. How would you use it for simulations. I mean I have been told you cannot fudge on simulations, so would it be better not to do those type of simulations for the time being?


Keep It Simple, Make It Fun
Re: Friction Table.. for those who want to be "rea [Re: agreenknight] #29585
06/30/04 10:52
06/30/04 10:52
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline OP
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Yulor  Offline OP
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Posts: 1,269
Hopewell Jct, NY
It's because of how the physics engine works:
Quote:

phent_setfriction ( entity, var friction );
Set the entity's friction for collisions- friction is what makes objects stick to each other, when moved sideways. friction can be set to values between 0 and 100, with 0 effectively disabling friction (similar to what you experience when walking on ice) and 100 setting maximum friction (rubber on rubber). Whenever possible you should set friction to 0, as this speeds up the calcuations and prevents instability. Setting friction to a value larger than 100 percent is faster than setting friction to some arbitrary value between 0 and 100, but it can introduce some instability problems when objects move at high speeds (e.g. don't set car wheels to 110% friction).
Parameters:
entity the entity to be affected
friction coefficient of friction- between 0 for no friction (ice) and 100 for high friction (rubber) or >100 for infinite friction





Re: Friction Table.. for those who want to be "rea [Re: Yulor] #29586
07/05/04 02:41
07/05/04 02:41
Joined: Aug 2003
Posts: 828
agreenknight Offline
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agreenknight  Offline
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Joined: Aug 2003
Posts: 828
so would it be possible to use some?


Keep It Simple, Make It Fun
Re: Friction Table.. for those who want to be "rea [Re: agreenknight] #29587
07/05/04 03:45
07/05/04 03:45
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Posts: 5,377
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Huh? Use some what?

Re: Friction Table.. for those who want to be "rea [Re: fastlane69] #29588
07/05/04 13:37
07/05/04 13:37
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
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Joined: Aug 2003
Posts: 828
Use some of the friction table. Like what amount of friction is with what setting on the 3dgs.


Keep It Simple, Make It Fun
Re: Friction Table.. for those who want to be "rea [Re: agreenknight] #29589
07/05/04 15:01
07/05/04 15:01
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Yes, but you have to keep in mind that the lowest coefficient is ice/ice (3DGS PE value: 0%) and the highest coefficient is rubber/rubber (3DGS PE Value: 100%).

Now compare all other coefficients against these extremes and assign a percentage to it.

Re: Friction Table.. for those who want to be "rea [Re: fastlane69] #29590
07/06/04 01:47
07/06/04 01:47
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
Developer

Joined: Aug 2003
Posts: 828
Well, alot of rust on my blade, regarding physic's.


Keep It Simple, Make It Fun
Re: Friction Table.. for those who want to be "rea [Re: agreenknight] #29591
07/06/04 02:28
07/06/04 02:28
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
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Joined: Aug 2003
Posts: 828
Too bad, fastlane you couldn't do it, and then the other guy couldn't host it,


Keep It Simple, Make It Fun
Re: Friction Table.. for those who want to be "rea [Re: agreenknight] #29592
07/06/04 02:50
07/06/04 02:50
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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What the heck are you going on about Agreen?
What couldn't I do and what couldn't the other guy host??


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