I remember learning this at school so it’s easy, but I am kind of lost, may have forgotten most of it.
I have a rolling sphere with an AngularVelocity constraint, I have a velocity I want to reach and an acceleration I want to apply to it, however, I am required to put torque instead, which means I am forced to convert acceleration to torque.
The problem is that, using the formula I have, acceleration seems to vary when changing the size of the sphere, which shouldn’t.
The formula I am using is torque = (mass * acceleration) * radius, I may be missing something from the environment, but I can’t think of anything, I couldn’t find anything here or in math lessons either.
This may actually be something to do with the mass, because according to this documentation on BasePart Size, the size of the part determines its mass.
Thanks for answering. I tested with a formula excluding mass and another one excluding radius, but it’s still not working, as acceleration still varies.
A theory I have is that it has to do with friction, but I don’t know how that could be incorporated.
Yep for angular velocity roblox has built in angular velocity dampening, you can test it out in a place with 0 gravity and by setting angular velocity to a set value. The data I obtained shows it is exponential.
Also the formula is not applicable to roblox it seems to use a more advanced moment of inertia instead of point mass and radius.
Studied this in a project requiring to predict forces in the future of the simulation given a net force.