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Overunity Machines Forum



Sjack Abeling Gravity Wheel and the Worlds first Weight Power Plant

Started by AquariuZ, April 03, 2009, 01:17:07 PM

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0 Members and 52 Guests are viewing this topic.

Cherryman

Aquarius, i was trying to test the lifting power of the concept.. It seems to have enough force.. But my cradles are going crazy...  I keep having problems with the program, things moving by themselves.. 

Here is the file

Cherryman

Oke, If the program isn't fooling us..  Here is proof we can lift a weight back up to its same height...

:o :o :o

Good work Aquarius!

broli

Aqariuz I rebuild your simulation from scratch the "proper" way  :P. I used only primitives to build everything the wheel is only 1m in radius instead of 50m and only weighs 10kg instead of tons while the rolling weight weighs 1kg. Regardless of the amount of animation step chosen the over unity figure remains consistent. The COP can be as little as 1.24 (124%) to 24 (2400%) just by changing the mass of the rolling weight (see below) or the weight of the wheel.

BE AWARE:

If you change the mass of the rolling weight you must not forget to change the Energy input value. The weight of the wheel can be changed freely though. Make the mass of wheel 1 ton and you will see a COP of 28 000%  ;D.

Either there's something to explore here or I made a fatal error  ;D.

broli

This is really strange. From all my experience with wm2d I have seen nothing like this. Usually the "bug" would go away with proper modeling but this remains consistent. Consistent to a point it makes unbelievable feats. It seems that the static-, kinetic friction and elasticity are the main parameters involved.

Even if the wheel weighs 10,000,000 kg, the 1kg weight manages for some reason to give it an extreme amount of energy on collision which is off the charts. In this specific case it's 7,222,243,630% overunity. But like I said those parameters are crucial. If you reduce them to 0 nothing out of the ordinary happens when you all max them out and make them 1 nothing out of the ordinary happens.

It's only when they reach a specific value where the cop is at its maximum.

Edit: Attached is another model clearly showing overunity instead of numbers. To stay true to the Bessler quote. The red weight is 4 times the yellow weight's mass. As you can see a small mass shoots up a heavy mass quite violently.

I'm on the fence with this one. Wm2d has it quirks but this is pretty amazing to me for such a simple model.

Cherryman

Quote from: broli on April 15, 2009, 08:29:05 AM
This is really strange. From all my experience with wm2d I have seen nothing like this. Usually the "bug" would go away with proper modeling but this remains consistent. Consistent to a point it makes unbelievable feats. It seems that the static-, kinetic friction and elasticity are the main parameters involved.

Even if the wheel weighs 10,000,000 kg, the 1kg weight manages for some reason to give it an extreme amount of energy on collision which is off the charts. In this specific case it's 7,222,243,630% overunity. But like I said those parameters are crucial. If you reduce them to 0 nothing out of the ordinary happens when you all max them out and make them 1 nothing out of the ordinary happens.

It's only when they reach a specific value where the cop is at its maximum.

Edit: Attached is another model clearly showing overunity instead of numbers. To stay true to the Bessler quote. The red weight is 4 times the yellow weight's mass. As you can see a small mass shoots up a heavy mass quite violently.

I'm on the fence with this one. Wm2d has it quirks but this is pretty amazing to me for such a simple model.

Hi Broli, i rebuilt it as well, but how do i set the weights?  because this doesn't replicate it.

File attached.