Physics Gravity Direction

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Post » Sun Jan 22, 2012 5:18 pm

Ok, first impression - this behaviour is as expected! Reason: Object accelerate different due to their mass and friction.

Lets try to solve your problem the other way around. What behaviour do you want? Maybe there is an easy way to archive what you're expecting!

BTW: As I understood from some posting of Ashley - the actual mass of an object is detemined by the set mass and the size of the object...I think he even posted the formula...Weishaupt2012-01-22 17:20:24
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Post » Sun Jan 22, 2012 5:27 pm

Yeah, mass is density x collision area. If you turn off gravity and watch the movement, all items move at the same speed, no matter the size. I can make them the same speed by changing the density of the item, but I can't figure out the formula to set all the items with the same mass.

**EDIT** Sorry, turn on the gravity.AnD4D2012-01-22 17:31:59
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Post » Sun Jan 22, 2012 5:33 pm

So, you want differnt size objects with the same behaviour, ie same mass?
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Post » Sun Jan 22, 2012 5:41 pm

That's the thing... I don't want the heavy objects to be knocked aside as easily as small objects, but I do want them all to travel at the same speed. That's why ideally I would like a change gravity direction setting... but it doesn't appear to exist.
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Post » Sun Jan 22, 2012 5:45 pm

try to manipulate the Friction and linear damping.

Well you are trying to change the laws of physic ;-) and that's what the physics engine probably is not able of.

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Post » Sun Jan 22, 2012 5:50 pm

One more....when you say, you want them to travel at the same speed, do you mean speed that is applyed by impulse from another object, or something you have "programmed"?
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Post » Sun Jan 22, 2012 5:55 pm

I don't think I'm trying to change the laws of physics... if you drop a feather and a cannonball, they will fall at the same speed (ignoring drag and air resistance). That's all I want. Except, I just want to choose which way the gravity is pointing.
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Post » Sun Jan 22, 2012 5:56 pm

exactly - drag and resistens is your problem here - at least that's what I think and that's the reason why I said, play with damping and friction...
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Post » Sun Jan 22, 2012 5:59 pm

@AnD4D, Set the density to 0.
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Post » Sun Jan 22, 2012 6:11 pm

Tried that, but when the small and the large items collide, they both bounce off each other equally, where the large object should easily overpower it.
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