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Formula helps!?!?

08-31-2006, 01:36 AM#1
emjlr3
alright...damend me for taking 2 years off from math, I am having troubles here

i need a function, in the form

function blah takes real dist returns real

that given:

a number of function runs(25.)
a final slide speed(.1)
a total slide distance(dist)

returns:

the starting speed needed for this to occur

for ex.

i call the function

call GetStartSpeed(50.)

50., being the total distance I want the unit to slide

my slide timer runs every .03, for .75 secs, so 25. runs, and the end slide speed is .1(so the unit slows down)

and it returns a real, say 8., which that, if I set the initial starting slide speed to this, the unit will slide for .75 secs(movement every .03 secs), from a starting speed of the returned real 8. to an end speed of .1, and will cover a total of 50, the real given to teh function, distance

any help is appreciated

gogo brain fart!
08-31-2006, 02:20 AM#2
PipeDream
This problem is undetermined with out knowing your diff eq, but I'm guessing that you're using a constant acceleration, such that
Code:
a: acceleration
v_i: initial speed
v_f:  final speed
x_f:  final distance
t_f:  final time ( function runs * timer period )
v(t) = at + v_i
x(t) = at^2/2 + v_i t
a = (v_f - v_i) / t_f
v_i = (2 *x_f / t_f) - v_f

Watch out for divisions by zero.
08-31-2006, 02:34 AM#3
emjlr3
maybe im not getting it

yes i am using constant decelrration

i want to solve for v_i (initial speed)

so for ex.

i want a distance of 50., over a time of .75 secs, with a final speed of .1

(2*50/.75)-.1 = 133.233

first it seems unlikly I could get the correct answer w/o acc. in the equation, and second, after some number crunching

my init speed should be 3.9

what am I missing?
08-31-2006, 02:41 AM#4
PipeDream
Well it obviously has to be at least the average speed it would take to get from a to b (if you had no deceleration). That would be total distance / total time or 50 / .75 or a speed of 67. Since .1 is practically zero, you just need to go twice that fast to travel 50 while decelerating to zero in .75s (think area of a triangle)

Your units are probably way off, since a speed of .1 is practically zero.
08-31-2006, 03:21 AM#5
Guesst
I think the source of your confusion is that you are trying to solve for both acceleration and initial velocity at the same time. Just pick acceleration and then it is easy to solve for initial velocity: v0 = sqrt( vf*vf-2ax )
08-31-2006, 03:45 AM#6
emjlr3
there enlies the problem, the acc, is based off the init vel.

where a = (init vel-final vel) / (runs-1)

:(
08-31-2006, 06:10 AM#7
Aw2k6
Well, due to the fact acceleration is unknown, I used substitution with 2 equations I found on the same charts I used when I took AP Physics last year. ( http://www.collegeboard.com/prod_dow...ables_2002.pdf ). Bad thing is, 3/4's of that class we spent talking to the Teacher about various video games. Anyways, these two equations:
Vf = Vo + at
Vf^2 = Vo^2 + 2a(Xf - Xo)

I substituted and ended up with this equation:
(2(Xf-Xo))/t - Vf = Vo
Where
Xf = Final Position (Between these two,.. )
Xo = Initial Position ( Xf-Xo is the same as distance )
t = your # of runs I think
Vf = Final Velocity (0.1)
Vi = Starting Velocity

But, this seems too easy, and I think I've done this before and my teacher became confuzzled for a while and than realized that one of the equations the variable isn't exactly what it seems. So if that happened with this same scenario, than this won't work. -.- Or if my Math just sucks.. XD
08-31-2006, 06:23 AM#8
PipeDream
Yep, that's right, nice to see we arrive at the same answer from different starting points.
08-31-2006, 09:30 AM#9
Anitarf
Ah, this reminds me of the equations I was dealing with when making the smooth cameras for my cinematic system. Fun times.

Anyway, PipeDream is correct. And you really don't need much math to figure this out.
09-01-2006, 07:41 AM#10
vile
Bleh, so you got an initial distance, breakdown distance, and interval
whats the exact formula to calculate how much distance you want?
Right now I got a function like
KBUnit(unit,angle,interval,startdist,breakdist)

I want to be able to use it while specifying max distance. any ideas?
I didnt quite get what you guys were saying.
09-01-2006, 10:49 PM#11
emjlr3
*update yea I got it to work, Drain Pipe cleared it up for me that I was using the wrong units for time, instead of using the .75 secs, I should use 25, for the number of runs, which returns 3.9, which is what I got before when I did the number crunching

to your question file, that is what i didi, what you want

i had a final distance i wanted the unit to travel, after a set time at a set run speed, and a total distance, so those were my constants

v_f = final distance
t = time
s = speed
d = total distance wanted
v_i = initial speed, which is what I wanted

the first post Pipe had this, as did the other posted

just using the formula

(2 *x_f / t) - v_f , putting that in a function, which returns the answer, a real number that is the initial speed you want

for example:

you want to go to .01 distance, over 2 secs, at .03 runs/sec, and a total of 100 distance

at a constant dec. : (2*100/(2/.03))-.01 = 2.99, would be your staring speed needed

on another note, I had another idea I wanted to present:

set a starting speed and an ending speed, a total time and a run speed, and have a function that return a % needed to take the starting speed down to the end speed in that time

cuz I am kinda tired of the slides i have decelerating at a constant speed, i want it to be like an exponential decay, which I think would look better

for ex.

say u want to go from 10 - .1 distance, over 2 secs, at .03 secs/ run

i would like a funcion that returned a percent, say .97, that would do that for me

so each time, the slide distance gets 3% smaller (*.97) then the previous, so it would decay more lifelike I think, instead of at a constant rate, obviously this could never take a unit down to 0, but even .1 or .01 would be fine

i dont think I have seen this done, but I would like to compare, when I ahve the time, the effects of each, to see if it would be worth it

what do you think?