It is really hokey to rely on variable rate acceleration, so I am using a single rate of acceleration while under the effects of the sphere. The player will move 38m/s/s toward the sphere when he enters it's field. This can be used to move really damn quickly while walking, it also facilitates the slingshot effect which is more disorienting and hypnotic than a hard-core acid trip. This also helps the player to have escape velocity by speeding through the nexus.
This will help solve the problem gkardos has posited.
Stated again, what is keeping you going when you start passing the opposite side of the field?
It's all an acceleration issue. You gained so much speed and are in the approach for far longer than the retreat; while the gravity well will still pull you back, it is not enough to disrupt the crazy momentum by speeding through the field.
I like it. But if it's ever actually in-game, it ought to have particle effects.
Rollback Post to RevisionRollBack
Hypothetical: You read a thread in the Suggestions forum. You suddenly realize you've seen the idea before. Maybe it's a duplicate? No. Maybe it's just you? No. Maybe it's been done already? Very likely: Click here if there's a mod for that.
What if the strength of the gravity could be changed?
You could have the weak slingshot idea, the drowning someone/thing underwater idea, and even walking on ceilings/walls (possibly?) all at the same time.
The way to change the strength of the gravity would be a part of how you would wire it up to redstone. As you know, redstone charge gets weaker the farther it is from a power source. So, depending on how far the gravity well is from the power source, it would have a differing amount of pulling strength. The stronger the charge, the weaker the pull (since it naturally has no redstone attached.)
Also, it might make sense for it to have an even stronger at low power than in its natural state, so players can be trapped, but not naturally.
As I see it, this is a death trap. A gravity well is, by definition, an amount of matter that has such a high amount of gravity that absolutely nothing can escape it. Also, with the acceleration idea present [300%] if this block was on the ceiling or wall, it would smash you against it so hard that you would die from fall damage immediately. If you somehow escape that, it would throw you into a decaying orbit around it[this stage could last a few minuets], and you would eventually be smashed into the center, where one of two things could happen. 1)if the block was solid-you would smash into it at a high velocity and die, or 2)if the block is non-solid you would use the option that people have suggested of launching yourself away.
in order to solve these slight problems, we have to greatly reduce the gravitational power of it[gravity of the earth is 9.8m^s, so the gravity well should be only slightly higher so there is no event horizon. 11m^s would be practical], make it able to be turned off/on using redstone, and perhaps give it a direction the gravity flows in, in order to save the time of the decaying orbit into the center. You could just launch yourself in direction X without having to wait to get sucked in by the gravity. Now with these problems solved, we have the 'gravity block' idea[original thread here- http://www.minecraftforum.net/topic/457490-gravity-block/ ], with one difference. this is naturally occurring, that one is crafted.
I've actually spoken at length with the author of that thread with a few clear distinctions between the two idea.
The idea I have created is localized gravity around a significant hub where down is still perceived as down due to constant pull of Earth.
The idea he presented is a zone of suggestive gravity where gravity is instantly and clearly altered within that zone to change the perceived notion of down.
As far as the other ideas about the speed and such, this is always open to discussion and I am always happy to change it to work better.
On topic about why I came up with a value of acceleration = 20m/s
The concept was simple: I wanted the player to move 300% of his normal moving speed at the point where he hit the center of the well (the field is 5m radius). Run speed is (afaik) 5m/s. This means the final velocity at the center of the well should be 15m/s. We are left with two unknown values required to determine acceleration. The acceleration itself, and the time it takes to reach the acceleration; but we do have 3 known values which allow us to use kinematic values.
v0 = 5
vf = 15
Δx = 5; x0=0; x=5
t = ?
a = ?
First, we have to find the time, we do this by using the kinematic formula
x = x0 + ½(v0 + v)t
5 = 0 + ½(5+15)t => 5=½(20)t => 5=10t => ½ = t
We get t=0.5, so it takes half a second to cross that distance.
v0 = 5 m/s
vf = 15 m/s
Δx = 5m; x0 = 0m; x= 5m
t = 0.5secs
a = ?
Next, we need to find acceleration. We use another kinematic formula
x = x0 + vot + ½at²
5 = 0 + (5)(0.5) + ½a(0.5)²
5 = 2.5 + ½ a (0.25)
5 = 2.5 + 1/8 a
2.5 = 1/8 a
a = 2.5*8 = 20
Ouch, I misplaced the decimal; I'll update my value to 20m/s/s instead of 38. But this gives us the required acceleration to reach 3x normal velocity.
On topic about why I came up with a value of acceleration = 20m/s
The concept was simple: I wanted the player to move 300% of his normal moving speed at the point where he hit the center of the well (the field is 5m radius). Run speed is (afaik) 5m/s. This means the final velocity at the center of the well should be 15m/s. We are left with two unknown values required to determine acceleration. The acceleration itself, and the time it takes to reach the acceleration; but we do have 3 known values which allow us to use kinematic values.
v0 = 5
vf = 15
Δx = 5; x0=0; x=5
t = ?
a = ?
First, we have to find the time, we do this by using the kinematic formula
x = x0 + ½(v0 + v)t
5 = 0 + ½(5+15)t => 5=½(20)t => 5=10t => ½ = t
We get t=0.5, so it takes half a second to cross that distance.
v0 = 5 m/s
vf = 15 m/s
Δx = 5m; x0 = 0m; x= 5m
t = 0.5secs
a = ?
Next, we need to find acceleration. We use another kinematic formula
x = x0 + vot + ½at²
5 = 0 + (5)(0.5) + ½a(0.5)²
5 = 2.5 + ½ a (0.25)
5 = 2.5 + 1/8 a
2.5 = 1/8 a
a = 2.5*8 = 20
Ouch, I misplaced the decimal; I'll update my value to 20m/s/s instead of 38. But this gives us the required acceleration to reach 3x normal velocity.
I'm in college taking a general science class and what is this?
I'm no good with physics...
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Another stupidly awesome implementation with cannons is having the wells used to toggle the direction of the fired ordinance, you can use this to simply snipe from an obscene distance (120~150+ meters as opposed to 30~50), or you can use them to fine-tune aim without relying on the use of extra tnt to get the job done.
I'm in college taking a general science class and what is this?
I'm no good with physics...
They are two of 5 kinematic equations; and the foundation of motion-physics hence the hint to the word "kinetic" in kinematic. This is used to determine the effective range of ballistics, stress tolerance of structures, and fine-tuning aim.
I have used it to figure out the necessary acceleration and the time it takes to move through 5 blocks.
Also: The gravities will be additive if you have multiple wells in close proximity.
= gravity well
= acceleration of 20m/s/s
= acceleration of 40m/s/s
= no acceleration
= acceleration of 20m/s/s (in the negative direction)*
= acceleration of 40m/s/s (in the negative direction)*
*I have to say it like this because I will invariably have SOME jackass correct me if I say negative acceleration or deceleration.
The people at the Aether and New Nether threads are good at creating names for stuff. Maybe they could think of something good.
Mostly moved on. May check back a few times a year.
It is really hokey to rely on variable rate acceleration, so I am using a single rate of acceleration while under the effects of the sphere. The player will move 38m/s/s toward the sphere when he enters it's field. This can be used to move really damn quickly while walking, it also facilitates the slingshot effect which is more disorienting and hypnotic than a hard-core acid trip. This also helps the player to have escape velocity by speeding through the nexus.
This will help solve the problem gkardos has posited.
Stated again, what is keeping you going when you start passing the opposite side of the field?
It's all an acceleration issue. You gained so much speed and are in the approach for far longer than the retreat; while the gravity well will still pull you back, it is not enough to disrupt the crazy momentum by speeding through the field.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Here's a high contrast version (I made the original with my gamma up high enough to see in the dark in Minecraft):
Here's an in-game screenie (high contrast):
Probably the best it's going to look in 16x16 without particle effects.
Mostly moved on. May check back a few times a year.
I like it. But if it's ever actually in-game, it ought to have particle effects.
What if the strength of the gravity could be changed?
You could have the weak slingshot idea, the drowning someone/thing underwater idea, and even walking on ceilings/walls (possibly?) all at the same time.
The way to change the strength of the gravity would be a part of how you would wire it up to redstone. As you know, redstone charge gets weaker the farther it is from a power source. So, depending on how far the gravity well is from the power source, it would have a differing amount of pulling strength. The stronger the charge, the weaker the pull (since it naturally has no redstone attached.)
Also, it might make sense for it to have an even stronger at low power than in its natural state, so players can be trapped, but not naturally.
Checking already gives you 25% addiction.
in order to solve these slight problems, we have to greatly reduce the gravitational power of it[gravity of the earth is 9.8m^s, so the gravity well should be only slightly higher so there is no event horizon. 11m^s would be practical], make it able to be turned off/on using redstone, and perhaps give it a direction the gravity flows in, in order to save the time of the decaying orbit into the center. You could just launch yourself in direction X without having to wait to get sucked in by the gravity. Now with these problems solved, we have the 'gravity block' idea[original thread here- http://www.minecraftforum.net/topic/457490-gravity-block/ ], with one difference. this is naturally occurring, that one is crafted.
That being said, I support this idea.
I've actually spoken at length with the author of that thread with a few clear distinctions between the two idea.
The idea I have created is localized gravity around a significant hub where down is still perceived as down due to constant pull of Earth.
The idea he presented is a zone of suggestive gravity where gravity is instantly and clearly altered within that zone to change the perceived notion of down.
As far as the other ideas about the speed and such, this is always open to discussion and I am always happy to change it to work better.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Also, with several of these in succession with the right timing, you could make a sort of gravitational Gauss cannon. Just a thought.
== gravity well
== redstone
== repeater
== 2 tick pulse generator
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
The concept was simple: I wanted the player to move 300% of his normal moving speed at the point where he hit the center of the well (the field is 5m radius). Run speed is (afaik) 5m/s. This means the final velocity at the center of the well should be 15m/s. We are left with two unknown values required to determine acceleration. The acceleration itself, and the time it takes to reach the acceleration; but we do have 3 known values which allow us to use kinematic values.
v0 = 5
vf = 15
Δx = 5; x0=0; x=5
t = ?
a = ?
First, we have to find the time, we do this by using the kinematic formula
x = x0 + ½(v0 + v)t
5 = 0 + ½(5+15)t => 5=½(20)t => 5=10t => ½ = t
We get t=0.5, so it takes half a second to cross that distance.
v0 = 5 m/s
vf = 15 m/s
Δx = 5m; x0 = 0m; x= 5m
t = 0.5secs
a = ?
Next, we need to find acceleration. We use another kinematic formula
x = x0 + vot + ½at²
5 = 0 + (5)(0.5) + ½a(0.5)²
5 = 2.5 + ½ a (0.25)
5 = 2.5 + 1/8 a
2.5 = 1/8 a
a = 2.5*8 = 20
Ouch, I misplaced the decimal; I'll update my value to 20m/s/s instead of 38. But this gives us the required acceleration to reach 3x normal velocity.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
I'm in middle school math and what is this?
I'm in college taking a general science class and what is this?
I'm no good with physics...
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
They are two of 5 kinematic equations; and the foundation of motion-physics hence the hint to the word "kinetic" in kinematic. This is used to determine the effective range of ballistics, stress tolerance of structures, and fine-tuning aim.
I have used it to figure out the necessary acceleration and the time it takes to move through 5 blocks.
Also: The gravities will be additive if you have multiple wells in close proximity.
= gravity well
= acceleration of 20m/s/s
= acceleration of 40m/s/s
= no acceleration
= acceleration of 20m/s/s (in the negative direction)*
= acceleration of 40m/s/s (in the negative direction)*
*I have to say it like this because I will invariably have SOME jackass correct me if I say negative acceleration or deceleration.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)