studio-minus / ppg-bugs-and-requests

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Photoelectric barrier. (For measuring speed) #2793

Open YourLocalPlonker opened 1 year ago

YourLocalPlonker commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

Apfelmoes commented 1 year ago

You can pretty much do this by making a contraption in game.

Apfelmoes commented 1 year ago

On top of that, there are a shit ton of mods that add a speedometer type object.

(E.G PPGA, QoLi, etc)

username90001 commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

YourLocalPlonker commented 1 year ago

You can pretty much do this by making a contraption in game.

I would like to know how

YourLocalPlonker commented 1 year ago

On top of that, there are a shit ton of mods that add a speedometer type object.

(E.G PPGA, QoLi, etc)

But the speedometer works by moving and it has its own mass creating another variable when trying to figure out the mass of an object

YourLocalPlonker commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

  • 2 or more detectors with signal to power converter and after look on power gauge - higher is power the higher is speed

That is super unprecise. The power gauge is analog creating measurement inaccuracies and is limited to 1000 peopleplaygroundpowerunits

username90001 commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

  • 2 or more detectors with signal to power converter and after look on power gauge - higher is power the higher is speed

That is super unprecise. The power gauge is analog creating measurement inaccuracies and is limited to 1000 peopleplaygroundpowerunits

then try check how many time it takes to them both create a trigger - signal signal

YourLocalPlonker commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

  • 2 or more detectors with signal to power converter and after look on power gauge - higher is power the higher is speed

That is super unprecise. The power gauge is analog creating measurement inaccuracies and is limited to 1000 peopleplaygroundpowerunits

then try check how many time it takes to them both create a trigger - signal signal

  • make them both connected to light sources
  • 1 detector activates
  • 2 detector actiavtes the faster detector 2 activates after activation of detector 1 the faster is object

And where is the part where it precisely measures that time between those two activations?

username90001 commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

  • 2 or more detectors with signal to power converter and after look on power gauge - higher is power the higher is speed

That is super unprecise. The power gauge is analog creating measurement inaccuracies and is limited to 1000 peopleplaygroundpowerunits

then try check how many time it takes to them both create a trigger - signal signal

  • make them both connected to light sources
  • 1 detector activates
  • 2 detector actiavtes the faster detector 2 activates after activation of detector 1 the faster is object

And where is the part where it precisely measures that time between those two activations?

eye meter - faster they both activate faster is object

YourLocalPlonker commented 1 year ago

Feature description

A device with a laser and a light receptor and a clock atached to each other. The clock measures the time in which the light is interrupted by any object. The clock should be digital and with an adjustable precision, as sometimes even millisecs matter

Feature purpose

This feature is partially already in the game so you could reuse some code (laser and light receptor) saving you time. And then you just to code something that measures the time between when the light was stopped and when it is shining onto the light receptor again. I am requesting this feature as I care about physics but couldn't ever get precise values due to measuring inaccuracies. Right now I have to take two points that are a certain distance from each other measure the time it takes the object to cover this distance with my phone. (very inaccurate)

Additional context

Units: default should be meters per second (m/s) How to measure speed: First you have to measure the lenght l of your object in meters (the side on which the light will shine when the object passes trough the photelectric barrier). Then you just divide the lenght by the time t in seconds that was given by the clock. As a result you will get the velocity v. As a formula this would be: v=l/t

detectors can be used maybe

  • 2 or more detectors with signal to power converter and after look on power gauge - higher is power the higher is speed

That is super unprecise. The power gauge is analog creating measurement inaccuracies and is limited to 1000 peopleplaygroundpowerunits

then try check how many time it takes to them both create a trigger - signal signal

  • make them both connected to light sources
  • 1 detector activates
  • 2 detector actiavtes the faster detector 2 activates after activation of detector 1 the faster is object

And where is the part where it precisely measures that time between those two activations?

eye meter - faster they both activate faster is object

You do that. I am going to stick with my idea

vincentix commented 1 year ago

Yeah, ignore the children lmao. I am trying to precisely measure RPM but am having an issue with Lasers not being updates to their correct position frequently enough.

it would be trivially easy to add a laser detector item/object that simply measures velocity through it's apparatus, without needing to create a whole contraption system, as this is likely data the game already has access to.

YourLocalPlonker commented 1 year ago

Yeah, ignore the children lmao. I am trying to precisely measure RPM but am having an issue with Lasers not being updates to their correct position frequently enough.

it would be trivially easy to add a laser detector item/object that simply measures velocity through it's apparatus, without needing to create a whole contraption system, as this is likely data the game already has access to.

Yeah, this is absolutely possible. For example if you spin an object and drop it on the ground (in ppg), the objects rotational energy will get turned into kinetic energy. That means the rotational energy is an attribute of that object meaning that the angular velocity ω is also an attribute because it is needed to calculate the rotational energy in the first place. And attributes have parameters in this case numbers which can be displayed.