Oh heh. That was meant as a general remark, not specifically addressed to youVoyager One wrote:Count me out of this!FooBar wrote:Would be a nice math problem though.![]()
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Oh heh. That was meant as a general remark, not specifically addressed to youVoyager One wrote:Count me out of this!FooBar wrote:Would be a nice math problem though.![]()
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Over nine thousaaaaaaaaaaaand (miles per hour)?FooBar wrote:Would be a nice math problem though. Assuming acceptable acceleration values (take those of maglev) and assume infinite constant accelleration... what would your speed be if you don't brake?
Whatever gave you the impression that there were monorails in the vaccuum tube? The GRF description and several posts here clearly state that they're maglevs. I just used the monorail track graphics because they looked better when combined with the vacuum tube "catenary". I was planning to draw my own tracks that matched better, but I haven't got round to it yetSniperDJ wrote:...it is actually a bit strange to use monorail in the vacuum.
...which is well over the orbital velocity of ~17400 mph at sea level so you would shoot off into space unless you were held down by quite a strong vertical acceleration! That is not quite the escape velocity (25039 mph) though, so you would fall back to Earth (eventually) if the maglev flew off the tracks after once around the equator.FooBar wrote:... you have a speed of 36747 km/h or 22834 mph
Which brings us to those theoretical maglev space launch systems that actually accelerate to escape velocity, and would be used instead of rockets. If only OTTD extended into space...Zephyris wrote:...which is well over the orbital velocity of ~17400 mph at sea level so you would shoot off into space unless you were held down by quite a strong vertical acceleration! That is not quite the escape velocity (25039 mph) though, so you would fall back to Earth (eventually) if the maglev flew off the tracks after once around the equator.FooBar wrote:... you have a speed of 36747 km/h or 22834 mph
Looks correct, x=1/2*a*t^2 (integrating acceleration twice with respect to time), rewriting gives your equations (didn't check the numbers). Remember that this is only valid for constant values of a. For a(t) the integral changes but it is still relatively easy to solve, but realistic acceleration follows from Newtons law F=m*a, where F is the sum of all forces and is a vector (just as acceleration is). Because F also includes the drag force (which can depend on v in multiple ways), only iterative methods work and no analytical solution exists in most cases. (and as Zephyris points out, the maglev will not stay on the ground unless additional downwards force is added)FooBar wrote:That's correct, just slightly more though. Assuming an acceleration of 1.3 m/s^2 you have a speed of 36747 km/h or 22834 mph by the time you're one time round the earth. In just over 130 minutes.
If you want to do other calculations:
t = sqrt(2 * s / a)
v(max) = sqrt(2 * s / a) * a
with:
t = time
s = distance
a = acceleration
v = speed
If I've done my math right. Please correct me if I'm wrong; it's late already, so I may have overlooked something
That's what I didTransportman wrote:Looks correct, x=1/2*a*t^2 (integrating acceleration twice with respect to time), rewriting gives your equations
In this case I assumed no drag, as it's magnetically levitated in a vacuum. So no wheel drag or air drag.Transportman wrote:Because F also includes the drag force
Then at some point one would need to switch from magnetic levitation to attracting forces that keep the the thing on earth!Zephyris wrote:...which is well over the orbital velocity of ~17400 mph at sea level so you would shoot off into space unless you were held down by quite a strong vertical acceleration!
You know, these are vacuum tube trains, and as such the trains would be fairly silent as they move along.Buggi wrote:I recently built a run of these in my game and they're sweet! You should include a unique sound for them. Like a low "THUUUMMM" Like you get if you hit the end of a long PVC pipe.
That is (in itself) never a NewGRF bug. You might try the 1.2.0-beta3 or even the nightly of today as some issues which can cause a desync have been fixed.brownan wrote:"Network Synchronization Failed"
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