MattF1
MattF1
30 / 2
29th Nov 2012
10th Jul 2016
No Description provided.

Comments

  • Oats
    Oats
    13th Dec 2012
    And if you made the tube longer and took a reading twice you could get acceleration. This would be a set value as tpt is computer generated. Nelglecting tpt's drag value (air resistance) It would be acceleration due to gravity in frames per pixle in tpt +1 btw
  • Oats
    Oats
    13th Dec 2012
    If you combined this with the division part of a calculator and divided the number of pixles from the top of the tube to the bottom with the number of frames taken, you would get the velocity
  • Box-Poorsoft
    Box-Poorsoft
    10th Dec 2012
    That was epic, +1
  • cj646464
    cj646464
    9th Dec 2012
    That is awesome. Innovation in the work.
  • Amphealy
    Amphealy
    5th Dec 2012
    Seems not many ppl are caring for electronics saves right now. This should have more votes imo.
  • MattF1
    MattF1
    3rd Dec 2012
    I have replaced the Detector Wall with DTEC, and all conductive materials seem to work now. Thanks for the idea.
  • Amphealy
    Amphealy
    3rd Dec 2012
    Just checked it out. Looks like there's a bug with STOR in direct contact with Detector Wall. Conductors like BREL BRMT and MERC just vanish. Moving the STOR away from the Detector Wall fixes it.
  • Amphealy
    Amphealy
    3rd Dec 2012
    Seems it's not sparking that's the problem. Something weird is happeing when I put in BRMT. It just flat out vanishes on the detector wall. Maybe a bug in the game?
  • Amphealy
    Amphealy
    3rd Dec 2012
    That's pretty cool, but I'd use TSNS to detect particles over Detector Wall. TSNS wont spark conductors and mess up their results. +1 anyway
  • BASSFREAK
    BASSFREAK
    29th Nov 2012
    nice and fast update, the handling is much better now :))