skee opened this issue on Aug 18, 2000 ยท 8 posts
Jaager posted Sat, 19 August 2000 at 5:30 PM
Yes, that is how it works. Real difficult to animate, I should think. If you were to do it, you would need to set it up as proportions (%) of the total distance per frame, and that % would increase with each frame, nothing about it is constant (except the rate of increase). If you did 10 frames per sec - the distance a water drop fell would be greater than the last in each frame and I think Calculus would be needed to work out what each % would be. You could not divide 16 feet by 10 and use that increment in each frame for the first second of fall. I do not remember how the equation is set up , but objects fall 16 feet the first second, an additional 32 feet the 2nd second for a total of 48 feet. Lets see, you can only do the calc as arthmatic in steps. I think at 1 second the velocity is 32 ft/sec, at second 2 it is 64 ft/sec, what? at second 3 it is 96 or 128 ? The velosity continuouly increases until the resistance of air forces an equilibrium. In a vacuum, it increases until the factor of its inertia becomes significant. A V2 was at 0 velosity at apogee and something like 2000 mph when it hit the ground and not because of its engine. If it had enough mass, it would not even need explosives to cause a lot of damage. Force = mass times velocity times velocity. Small rock from space moving really fast cause impart a lot of force.