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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 83 Guests are viewing this topic.

Omnibus

@AquariuZ,

Whatever happened to that governmental official? Seems like he went back to sleep on his desk. Didn't they say that by law the answer will be given in two days?

Omnibus

@AquariuZ and @Cherryman,

Would be interesting to replace the wheel in what seems to be the working model (per @eisenficker2000 design) with a hockey-stick grooved wheel, to get a slight idea where @Dusty might be heading.

Cherryman

Quote from: Omnibus on April 21, 2009, 07:26:39 AM
@AquariuZ,

Whatever happened to that governmental official? Seems like he went back to sleep on his desk. Didn't they say that by law the answer will be given in two days?

I Think the MIB stept in  :o

Omnibus

Quote from: Cherryman on April 21, 2009, 09:25:33 AM
I Think the MIB stept in  :o

Well, MiB's are Mylow's specialty. As a MiB free country such as Holland, the only possibility are bureaucrats sleeping on their desks (bureaus), it seems.

mondrasek

Quote from: Omnibus on April 20, 2009, 05:36:02 PM
@All,

Check this out. If I haven't overlooked something then that's it. And, let me add, if that's it then @eisenficker2000 rulez!
This looks like a classic case of having the Animation Step and Integration Error too high.  In this case they are set at their defaults, but the model has features that are of a smaller scale.  So the allowable calculation error set by these parameters is large in proportion to the balls in the model.

I first erased the extraneous geometry out of frame to the left of the wheel shown when the file opens.  Then I changed the Integration Error from .01 down to .0001.  Doing so immediately pops up an error that one of the balls is overlapping the edge of a slot.  Fix the location of that ball and a second allarm for another ball overlap occurs.  Fix that one and a third pops up.  Fix this final overlap issue and the models is now okay to run.  Then changed the Animation Step from .05 to .001 and let it run.  I moves CCW a small amount, finds it's equilibrium point, and stops.

With the error allowed to be so high, there is always a few balls in collision with the slot walls.  I believe WM2D tries to work through these collisions by increasing the repulsive force between he two objects in an effort to have them separate on the next iteration.  This model cannot get out of the collision state and always has an extra repulsive force between balls and some slots.  This pushes the wheel around backwards.  Lowering the error allows for a better approximation of reality and no rotation.

Thanks,

M.