The wheel is simple. Gravity is off and the weight can slide along the green slot. at it's right is a rope. When it starts to rotate the centrifugal force pulls the rope which then cause the wheel to rotate. That was the plan at least.
http://ziosproject.com/NJ/CFwheel.wm2d
Again no gravity is involved, you just crank the wheel in the beginning for a bit and stop. It then starts to increase in both energy and speed. So what's going on here.
WM2d wheel gains energy and speed, uses the centrifugal force.
Moderator: scott
- LustInBlack
- Devotee
- Posts: 1964
- Joined: Thu Apr 06, 2006 10:30 am
re: WM2d wheel gains energy and speed, uses the centrifugal
What I don't get is why wm2d doesn't always show the force according to the line of action. This seems to happen with heavy weights or something. Since if you visualize the force acting on the point in the above file you'll see that the force doesn't act on the line of action which is impossible.
This isn't something bad. Since this means in "real life" you'd get a force that always acts on the line of action. But in this case it could make the simulation underpowered.
Btw here's an example...
http://ziosproject.com/NJ/forceProb.wm2d
This isn't something bad. Since this means in "real life" you'd get a force that always acts on the line of action. But in this case it could make the simulation underpowered.
Btw here's an example...
http://ziosproject.com/NJ/forceProb.wm2d
- LustInBlack
- Devotee
- Posts: 1964
- Joined: Thu Apr 06, 2006 10:30 am
re: WM2d wheel gains energy and speed, uses the centrifugal
Hmm that means we shouldn't trust wm2d, since this could very well end up in upper limits in the program as a whole ..
Re: re: WM2d wheel gains energy and speed, uses the centrifugal
Changed the rods out, increased the accuracy to 200 fps instead of 20 fps. Activated vectors (changed vector lengths to fit on page). Added vectors for the pivot (highlight and select vector), and for the masses themselves.broli wrote:What I don't get is why wm2d doesn't always show the force according to the line of action. This seems to happen with heavy weights or something. Since if you visualize the force acting on the point in the above file you'll see that the force doesn't act on the line of action which is impossible.
This isn't something bad. Since this means in "real life" you'd get a force that always acts on the line of action. But in this case it could make the simulation underpowered.
Btw here's an example...
http://ziosproject.com/NJ/forceProb.wm2d
Result : Total vector forces ARE in alignment with the rod to mass constraint, as it should be.
If you get an unexpected result, simplify, change out and replace, increase accuracy, make sure there is no overlap error.