Thanks Fletcher,
If you simply switch off gravity in the World menu, then you can consider that you're working in plan view, say your wheel is placed horizontally and gravity has 'no effect' on it. Can be good in some cases. Most likely for CF, or magnets, etc.
Tinhead wrote:Hi Gregory,
hmmmm, not sure if there is an easy way to do this. One way to go would be to create a counter force attached to some objects to cancel out gravity.
In the 'Y' field I would use a formula like this: Body[x].mass*9.80665
For sure, replace 'x' with the number of the object in question.
Or the other way around, turn gravity off in the World menu and attach your own 'gravity force' to some objects.
There are other 'work arounds', it just depends on what you try to do. Without knowing this it is hard to make suggestions.
Cheers,
Rainer
Hey Rainer, thanks!
You win again... That is a very simple way to do. What would I do without you! I can imagine myself messing around with electrostatics and such when I can easily attach a counter force... that's funny.
I have an idea based on Gravesande's CF experiment, and I want to use a "horizontal unit", but Wm2d is just 2D.
Now ok, I can equal the force of gravity on the CF builder weights, while the wheel can turn by normal overbalancing weights & gravity. At least this is the concept.
Sometimes I use a kind of backward designing in wm2d... Including some formulas, tricks, cheats etc. So I can make the wheel turn this way, and after I usually think about how can I modify and replace the unrealistic aspects with real ones. Now I thought why not try a CF design... Maybe I can finally make it running without a cheat. It would be good, but in the worst case I will still end up with another cheated runner in my collection.
Sure, sometimes it's good to see one revolving just for inspiration!