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Herr Otto Partz says you're all nothing but pipsqueaks!

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#11
Stunts Chat / Re: Stunts elements in real li...
Last post by Cas - April 17, 2024, 02:30:25 AM
Absolutely inhuman, ha, ha. Well, I hit some numbers wrong, but I assure you that you need a very large loop still for that speed. If it were possible to build a stable loop big enough, it would be a lot easier to do the stunt.
#12
Stunts Chat / Re: Stunts elements in real li...
Last post by Duplode - April 16, 2024, 11:58:38 PM
We gotta divide rather than multiply by 3.6 when converting to m/s. That gives a speed of 109.5 m/s and thus, by the formula above, a (still quite scary!) acceleration in g of 1223m / r.

What is the radius of a Stunts loop, though? Let's stick with the basic conversion factor for the in-game physics: 1 track tile = 1024 3SH units = 205 feet. Like most roller coaster loops, the Stunts loop isn't perfectly circular; however, the upper half is close enough for using the extreme z coordinates (that is, along the direction of the track) for the radius:



That means a radius of 449 3SH units, or 89.89 ft, or 27.40 m. The acceleration, therefore, would be an extreme 44.64 g!
#13
Chat - Misc / Re: Association game
Last post by Shoegazing Leo - April 16, 2024, 11:17:16 PM
#14
Chat - Misc / Re: Association game
Last post by Cas - April 16, 2024, 10:31:27 PM
(Note on the last one for non-Spanish speakers: Pope and potato are translated the same into Spanish :P)

Mash
#15
Stunts Modification Projects / Re: Color changing of the need...
Last post by Cas - April 16, 2024, 10:30:41 PM
Thanks, Zapper!  Yes, I was sure I had skipped it!  It had to be there. I've already obtained it from the CCC Stunts download, but I knew it had to be in the forum. Cheers!
#16
Stunts Chat / Re: Stunts elements in real li...
Last post by Cas - April 16, 2024, 10:29:14 PM
Wow!  Amazing! :D
Well, acceleration is v squared by radius, so for 245 mph, which are 394 km/h, that is, 1418.4 m/s, we have a = (1418.4 m/s)^2 / r. If we want g force, we need to divide that by gravity acceleration on the surface of Earth, roughly 9.81 m/s^2, so:

g = (2011858.56 m^2/s^2) / (r * 9.81 m/s^2) = 205082.422 m / r

It still depends on the radius. If you don't want to die, but want to make sure you'll get some grip at the top (since actual tangential speed won't be constant), a maximum of some 6g, like in the video, sounds like a safe bet. To make that g value, you'd need a loop to be some 34 km in radius, ha, ha... That square in V really makes a difference!

With a loop that big, the good thing is that it'd be much easier to drive through it and speed would be a lot more constant than in the video, so g force would also be more stable. Then you can afford a bigger loop to have a lower max g as well. The problem is how you will build such a huge loop strong enough to withstand itself and the car.

Duplode, you're better a math guy than I... Let me know if I'm doing my calculations correctly, ha, ha
#17
Stunts Chat / Re: Stunts elements in real li...
Last post by dreadnaut - April 16, 2024, 08:39:18 PM
Loop the Loop: https://www.youtube.com/watch?v=wiZoVAZGgsw

This makes me wonder: what are the G forces of an Indy / GTO reaching 245mph in a loop? ;D
#18
Chat - Misc / Re: Association game
Last post by Chulk - April 16, 2024, 06:34:06 PM
#19
Stunts Modification Projects / Re: Color changing of the need...
Last post by Zapper - April 16, 2024, 06:23:55 PM
Quote from: Cas on April 15, 2024, 07:44:40 PMHey, guys!  I'm reading the whole post and I can't find (or maybe I stupidly skipped) the binary download for ReStunts with the needle colour mod. Do you guys have it somewhere?

Hi Cas,

Check the attachment "SKIDMCGA.EXE" on the following post link:
http://forum.stunts.hu/index.php?topic=3810.msg82262#msg82262

Cheers.
#20
Chat - Misc / Re: Association game
Last post by alanrotoi - April 16, 2024, 04:39:37 AM
Pope