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- > To work out who hit who you need to have two "strike zones" for the cars
- > - one at the front, and one that covers the rest of the car. When a
- > collision occurs, the car whose front zone was hit is the "ramming" car,
- > and the other is the victim. If both cars' front zones were hit, it was
- > a head on collision. Ok, now you know who hit whom, you need to modify
- > the cars velocities a bit. There is a Newtonian equation to do this, and
- > it's pretty simple - each object has a coefficient of elasticity which
- > dictates how much of their energy is lost and how much is transferred in
- > a collision. Put simply, you just subtract a bit of the ramming cars
- > forward velocity and add it to the victim. For example:
-
- [things deleted]
-
- > So, what happened? Well, Car A transferred 25% of its velocities to Car
- > B and lost 8.33% to friction, heat, etc. Car B transferred 12.5% of its
- > vertical velocity to Car B, but because Car A's horizontal component was
- > greater than Car B's, there was no return transfer. (Also note that I
- > made these percentages up - increase or reduce them depending on how
- > bouncy you want the cars to be...)
-
- Well, it is not realistic at all...
- If you have patience i will go home and look on my books...
-
- Sure there is an equation (or two) which can describe every collision you
- want...
- If I remember right it was quite long... but not very complex.
-
- I think you want elastic collision, that are collisions were total energy
- is conserved. They are more simple... note that the previous description
- of loss of energy was completely false.
- There is not energy loss during collision but the heat produced by the hit.
-
- If you simply want the two machine bouncing back with relative velocity
- it is very simple (I think... I have to check the equations) and you can
- forget the energy loss (which is minimal with repect to the energy
- involved in the collision).
-
- See you soon
-
- M&F
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