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Overunity Machines Forum



Roll on the 20th June

Started by CLaNZeR, April 21, 2008, 11:41:56 AM

Previous topic - Next topic

0 Members and 33 Guests are viewing this topic.

dirt diggler

Hey guys.

I've been super busy with work lately, so haven't had much time to think about this project.
However this was stuck in my mind, so I thought I would share ;D

Pretty pathetic rendition I know, but you will get the point ::)

Anyway, the Mayernik array leads to a ramp, which leads to another ramp, which turns a very small generator, and then back into the array.

let me know what you think.

ciao,   Dirt
No, really, I love beating my head against this wall.......

broli

Quote from: dirt diggler on July 17, 2008, 01:46:42 PM
Hey guys.

I've been super busy with work lately, so haven't had much time to think about this project.
However this was stuck in my mind, so I thought I would share ;D

Pretty pathetic rendition I know, but you will get the point ::)

Anyway, the Mayernik array leads to a ramp, which leads to another ramp, which turns a very small generator, and then back into the array.

let me know what you think.

ciao,   Dirt

What's the difference in just leaving it circular with a gap without magnets in your opinion.

dirt diggler

Quote from: broli on July 17, 2008, 01:51:18 PM
What's the difference in just leaving it circular with a gap without magnets in your opinion.

Hey Broli;

My thoughts are that with the added horizontal distance, we could add another array, perhaps a tri-force, or something else to achieve speed that we didn't have before.  this could help entering the Mayernk, or help with turning the "generator".
Also the ramps allow us to exit the array at the 12 oclock and enter at 6, whereas with a loop, you are kinda commited to exit around the bottom, and this makes getting back into the gate more difficult.

ciao,  Dirt
No, really, I love beating my head against this wall.......

broli

Quote from: dirt diggler on July 17, 2008, 01:58:26 PM
Hey Broli;

My thoughts are that with the added horizontal distance, we could add another array, perhaps a tri-force, or something else to achieve speed that we didn't have before.  this could help entering the Mayernk, or help with turning the "generator".
Also the ramps allow us to exit the array at the 12 oclock and enter at 6, whereas with a loop, you are kinda commited to exit around the bottom, and this makes getting back into the gate more difficult.

ciao,  Dirt

Sounds like a plan.

queue

Quote from: Edpsx on July 17, 2008, 12:12:56 PM
@Queue

What happens when you put magnets on both sides of your wheel?  Since the one side is breaking the wall it forces the other end into the magnet array, would this not help to continue the cycles?  or is the off weight of the rods thats giving it the ability to break the wall?

Magnets on both sides doesn't help .. i did try that too BTW.
One rod is the best config for testing IMO and the principle objective is quite clear ..

The rod has to be able to complete a cycle  and get back around to restart it's own cycle ..
once you have that .. you will be the first person in history that has.
That would literally be the holy grail of OU ..   

It is quite clear to me from my own wheel testing that the AQ magnetic array
will NOT allow one to close the loop and restart it's own cycle.

i would like to clear up a few things i said about Isotropic ferrite a few days ago in my video and a previous post here
that may be confusing some people

Isotropic ferrite won't help complete the loop in AQ's mag array either btw .. IMO

although i must confess from my experimentation with it that it does allow one to modify the mag fields with careful positioning and it can modify the field enough to encourage the wall to weaken or move a bit but so can a standard piece of mild steel.

Isotropic ferrite will always be attracted to a magnet .. it likes magnets ..
just not as much as steel would be. By itself it cannot play a role in magnetic repulsion but if backed by another magnet it will take a role as repulsive. As soon as you over stress it with a stronger magnetic field it will pole flip itself and change to attraction mode towards the more powerful magnet or field. 

Standing alone by itself with no proximate magnetic field or magnet - Isotropic ferrite is NON magnetic. 
If you touch it to another magnet it becomes magnetic itself ..just like steel
As soon as one removes the magnet touching the ferrite it reverts instantly - no latency whatsoever - to not being a magnet and it completely forgets it ever was a magnet. Steel keeps on being a magnet after it has been magnetized by a powerful field .. latency effect and it can last for several minutes even after the mag has been removed.

It is a somewhat strange material when it comes to magnets but i believe it is NOT the key to breaking a magnetic wall and that it is not the key to completing a restart cycle with the wheel or mag loop.

i wish it was but alas
the truth is just that .. 
the truth

Cheers   
Queue