Can someone explain this?

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cyberdust
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Can someone explain this?

Post by cyberdust »

Can someone explain this?
Image
Trying to understand WorkingModel, I arranged this construction. It is turning anti-clockwise.

All motors are of type “velocity�. Motor17 and motor20 have a value of -60 degrees, motor24 of values +60 degrees.

Motor17 and motor23 are always active, but motor24 acts only if power of motor17 is >0. I use this formula in the “active when�-box:

constraintforce(17).r *1.00000000e-003* constraint[17].dv.r*1.74532925e-002>0

As we can see, the power of motor17 and motor20 are always positive, but the power of motor24 is always negative. I guess, this is a power output. How can motor24 have only a negative power?
cyberdust
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re: Can someone explain this?

Post by cyberdust »

I think I have solved this riddle. From a previous, similar application it has kept some initial velocities. I made them all 0, and now I face new problems. The power of motor24 is fluctuating between -0.3 and +0.3 W, of motors 17 and 20 between -9 and +9 W, summaries of all motors are 0 W. But how comes, the kinetic energy of rectangle 1 remains always 10J? Air resistance is 0.03 km/mm*s, but it looks it doesn't change much the outcome.
cyberdust
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re: Can someone explain this?

Post by cyberdust »

After so many hours, still I cannot explain this. The kinetic energy of "rectangle 1" depends only of its mass. I have increased its mass to 1000 kg, and with same powers of the motors, I have now 103 J. Anyone any idea? Either WM is for the trash, of I have just invented the perfect perpetuum mobile.
Trevor Lyn Whatford
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re: Can someone explain this?

Post by Trevor Lyn Whatford »

Hi Cyberdust,

I nearly missed this post!

I do not want to go into a lot of detail, I do not do sims as I lack PC skills but its some thing I have been working on for a very long time, but no one believes me!

By rotating balanced levers the kinetic energy required to rotate them is smaller compered to the kinetic energy that you can get from gravity acting on them, the more levers you add in a balanced manner the bigger the gravitys input, as with adding weight, to put it simply its a gravity input win percentage wise so the bigger it gets the more work you get back from gravity, Take a look at my web site at the top of page 3

www.real-free-energy.co.uk

It should have been post here but I wrote on the drawings so no one could edit them, but now they are over 250kb so I have got to do it all again!

I hope this is of help regards Trevor

Edit, That is gravity inputs on both sides of the wheel! gained in a equal and opposite manner but the energy gained can be channelled into a one direction drive system thus your up against Newton thus no one will believe you! Edit, Edit, Newton thought they would always cancel out, I do not!
I have been wrong before!
I have been right before!
Hindsight will tell us!
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Fletcher
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re: Can someone explain this?

Post by Fletcher »

Cyberdust .. the motor tool is like the torque tools - +ve one way & -ve the other - except the motor tool gives a constant rotation speed [rpm] - you can limit how long any of those 'accessories' are active for by using a time function similar to what you have done [e.g. t<1.0 ; time less than 1 second].

If I were building an experimental setup like you have done I'd get rid of the motors etc - check that initial velocities [in properties] are zero so there is no residual velocity in items & then attach a rotational torque to one item & set it acting for a brief period of time - if it continues to accelerate then you have a winner - if it slows & stops it's behaving normally as you'd expect N.B. that is assuming you have turned on some sort of load [a quick & dirty way is to just activate air resistance low, it approximates some load on the system without setting pin frictions etc] - if it coasts indefinitely then there is no system load, not even air drag or pin frictions.

P.S. motors can be used like the torque options but rather than give a force they set a predetermined rpm with no regard to the force required to achieve this.

Start with simple sims & build them as you would in real life - the real benefit in sims is that things are exact & then you can start measuring inputs & outputs, & of course they save an enormous amount of time.
Trevor Lyn Whatford
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re: Can someone explain this?

Post by Trevor Lyn Whatford »

Hi cyberdust,

if you do not get a higher gravity input with that sim then the sim would be no good as it would contradict my hans on experiments (real world)!

Regard Trevor
I have been wrong before!
I have been right before!
Hindsight will tell us!
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