Splododyne Explodiatory Explodolator

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Splododyne Explodiatory Explodolator // Work in Progress

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Post by Finis // Jan 31, 2009, 4:01pm

Finis
Total Posts: 386
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Classification: Forum Member Eyes Only: Special Compartmentalized Information

Subject: Splododyne Explodiatory Explodolator

Action: Device test "ticket alpha"

Message Follows;


Test.

A SEE device, bomb 19, was tested in a hangar at area 29. A simulated structure of 80kg components was constructed around the device. In addition, one 2000kg 3 meter high component and one 1000kg component were placed near the simulated structure. The SEE activated at XXXXXXX on XXXXXXXXXXXX. Stealth mode was active.


Results.

The SEE produced the expected yield of 4903 watts per part and the test components reacted as expected. See related film. The SEE, and fragments, were undetectable in the visible wavelengths during the event.


Additional tests will follow.

Post by RichLevy // Jan 31, 2009, 4:04pm

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hehehe, way cool :D


Rich

Post by spacekdet // Jan 31, 2009, 4:24pm

spacekdet
Total Posts: 1360
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That blowed up good, real gooood.

Post by Finis // Jan 31, 2009, 7:13pm

Finis
Total Posts: 386
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Classification: Agents "RichLevy" and "spacekdet" Eyes Only: Special Compartmentalized Information

Subject: Comments

Encryption: One Time Sheet

Message Follows;


Thanks spacekdet and Rich.

Post by Finis // Jan 31, 2009, 7:25pm

Finis
Total Posts: 386
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Classification: Forum Member Eyes Only: Special Compartmentalized Information

Subject: Splododyne Explodiatory Explodolator

Action: Device test "ticket bravo"

Message Follows;


Test.

A SEE device, bomb 21, was tested in a hangar at area 29. The device was designed for planar output and given horizontal orientation. Several 40kg test components were arranged in a grid around the device. The SEE activated at XXXXXXX on XXXXXXXXXXXX. Stealth mode was active.


Results.

The SEE produced the expected yield and the test components reacted as expected. See related film. The SEE, and fragments, were undetectable in the visible wavelengths during the event.


Additional tests will follow.

Post by Finis // Feb 4, 2009, 7:29pm

Finis
Total Posts: 386
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Classification: Forum Member Eyes Only: Special Compartmentalized Information

Subject: Splododyne Explodiatory Explodolator

Action: Device test "ticket charlie"

Message Follows;


Test.

A SEE device, bomb 22, was tested in a reinforced storage building in area XX sector 16 near the groom lake facility. This test used the scalability of SEE output to produce a smaller effect. The device was designed for hemispherical output and placed near a corner inside the building. The SEE activated at XXXXX on XXXXX. Stealth mode was not active.


Results.

A corner of the building was pushed out and much of the building collapsed. An apparent second explosion was determined to be caused by roof components falling such that one was pushed through a wall at high speed. Several components rotate or spin far longer than expected. More strangelets, dark matter, and XXXXXX were observed than predicted. Theorists believe this locally distorted the physics of momentum and friction.


See related film.


Ticket charlie required 6 hours at the National Supercomputing Center for [code name "physics"] to complete using software [code name "TS"]. A further 8 hours was required for [code name "render"]. The project budget will not support further NSC usage at this level.


There are rumors of a new system [code name "workspace"] that is much faster.

Post by Mr. 3d // Feb 4, 2009, 9:04pm

Mr. 3d
Total Posts: 747
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Invisible Hulk like creature spotted near Area 29 !!!...
18032

Post by Finis // Feb 5, 2009, 12:06pm

Finis
Total Posts: 386
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Classification: Agent "Mr. 3d" Eyes Only: Special Compartmentalized Information
Subject: Comments
Encryption: One Time Sheet
Message Follows;

Regulation 23.83.f.W requires the XXXXX Hulk Like XXXXX to be restricted to area 8. Please prevent your experiments from entering area 29 or area XX.

Post by Breech Block // Feb 5, 2009, 2:39pm

Breech Block
Total Posts: 844
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Fantastic work Finis, I love it. One question though, what are you using to initiate your explosions? Are you setting initial vectors for some of the objects, using wind or just having an invisble object initiate the carnage?

Post by Finis // Feb 5, 2009, 3:22pm

Finis
Total Posts: 386
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Classification: Agent "Breech Block" Eyes Only: Special Compartmentalized Information

Subject: Inquiry

Encryption: One Time Sheet

Message Follows;


The technical nature of the Splododyne Explodiatory Explodolator is classified at a higher level than your current clearance.


I have been authorized to release this information:


- After ticket delta the project will be reclassified and specifics of the SEE and a technical manual will be released here and through the Free Objects Here thread on a forum run by Caligari, a XXXXXXXX XXXXX front company.


- SEE's will be distributed to qualified personnel such as yourself through the usual channels.


- The SEE does not use wind but Splododyne has received the contract to research a device that does.

Post by Breech Block // Feb 5, 2009, 5:21pm

Breech Block
Total Posts: 844
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Classification: Agent "Finis" Eyes Only: Special Compartmentalized Information

Subject: Communication Intercept Sector 12

Encryption: One Time Sheet

Message Follows;


The following message was intercepted and decrypted by GCHQ at 23:17 and is forwarded to you for info purposes. Please implement all prudent security measures.


Agent BB: I am sorry Comrade Chairman, I have failed in my mission to acquire the SEE technology.


Unknown: That is totally unacceptable Agent BB. We must have the secret behind this new technology.


Agent BB: But sir, their security is impenetrable. They have their top agent Double O Finis conducting the operation.


Unknown: Never mind Agent BB, I will direct Agent Gates to acquire this...this Caligari that you speak of. And then the secret will be ours. Muhaaaaaaaaaaaaa.


Transmission Ends


Transcript Note: The Muhaaaaaaaaaaaaa continues for several minutes but has been cut from this transcript in the interests of brevity.

Post by Mr. 3d // Feb 5, 2009, 8:03pm

Mr. 3d
Total Posts: 747
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Newsflash:
Invisible Hulk like creature allegedly spotted near the highly elucive named "Area 29" reported to be a weather balloon.

Post by Finis // Feb 7, 2009, 12:13pm

Finis
Total Posts: 386
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Classification: Agent "Mr. 3d" Eyes Only: Special Compartmentalized Information

Subject: "Breech Block" compromised

Encryption: One Time Sheet

Message Follows;


It has been discovered that former agent "Breech Block" is a mole for enemy forces. Please give the XXXX Hulk like XXXX (weather balloon) a target imprint of "Breech Block's" biometric ID and release it on a termination mission.


The mole might be a threat to the ticket delta test or the impending distribution of the SEE project information.

Post by Mr. 3d // Feb 7, 2009, 3:32pm

Mr. 3d
Total Posts: 747
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Encrypted Message follows:
H3 w0uldn't Lik3 HiM wh3n h3's AnGRy :D

Post by Finis // Feb 7, 2009, 3:45pm

Finis
Total Posts: 386
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Classification: Top Secret

Subject: Splododyne Explodiatory Explodolator

Action: Device test "ticket delta"

Message Follows;


The project has been reclassified. Technical information will be distributed to those with need to know soon.


Test.

Two SEE devices, bombs 23 and 24, were tested on some cars in area XX sector 16 near the groom lake facility. This test used the scalability of SEE output to produce a large yield. One SEE device was designed for hemispherical output and placed above the cars for an air burst. Another was designed for cylindrical output and was placed near ground level. The SEEs activated at XXXXX on XXXXX. Stealth mode was not active.


Results.

The cars reacted as expected with the exception of mysterious prolonged spinning. The increased level of strangelets, dark matter, and XXXXXX is still suspected of causing the spinning by locally distorting the physics of momentum and friction.


See related film.

Post by robert // Feb 7, 2009, 6:20pm

robert
Total Posts: 609
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Looks pretty good, except the cars don't stop flying. I guess that would be because they don't crumple and absorb shock.

Post by Finis // Feb 8, 2009, 5:18am

Finis
Total Posts: 386
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Well, I'll stop doing the secret document thing now (lack of time and it is old and losing its fun).

I'll post some bombs, instruction sheet, etc. soon in the Free Objects thread in the garage.

Robert -- Thanks. The cars in this one fly or bounce too far primarily because I made the bomb too powerful (fired 7kg blocks at 400m/s) but the correct settings for friction, adhesion, etc. are a problem too. The continual movement aspect of these physics based animations has always been a problem for me. I had better luck stopping the perpetual vibration, sliding, and spinning on the alpha and bravo tests where the ground had no physics properties. However, things sink sometimes into the ground when it has no properties.

The cars are a little light at 1000, 950, 900 kg. The minivan is about 15 feet long. Part of this project is the tunable power of the bombs so lower power might produce more realistic results.

I think the permanent movement of objects is:
- partially the program needing some features like a minimum energy threshold below which the object stops moving (that might be the coarseness setting)
- partially finding the correct physics settings
- partially the long time needed for each experiment thwarting finding those settings.
- partially that real world things like crumpling absorbing energy (simulate with elasticity) and digging into the ground aren't realistic.

I had a funny test with huge adhesion (7) which I though would make the ground sticky so things would stop bouncing and spinning. The targets spun and bounced vigorously but always kept some part or another in contact with the ground. So adhesion is not similar to friction + glue, it sets the ease of separation of objects.

I had an idea about using simple boxes as proxies for the hurled objects, cars, then gluing the objects to the proxies, unless there is a copy/paste animation feature, before rendering the animation. That might speed up the physics calculation but produce some odd collisions.

Maybe when I learn workspace it will be better. I've heard the physics thing there is good.

Post by Finis // Feb 8, 2009, 7:17am

Finis
Total Posts: 386
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Splododyne Explodiatory Explodolators and a technical manual are available in the Free Objects thread in the Garage. http://forums1.caligari.com/truespace/showpost.php?p=93918&postcount=69

Post by Breech Block // Feb 8, 2009, 4:33pm

Breech Block
Total Posts: 844
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Well, I'll stop doing the secret document thing now (lack of time and it is old and losing its fun).


Aww...I was enjoying that. :D


Anyhows, they were great vids. Thanks for sharing all the info, will have a play when I get a spare mo.

Post by Finis // Feb 13, 2009, 1:36pm

Finis
Total Posts: 386
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I put the building from the ticket charlie test in the Free Objects thread here

http://forums1.caligari.com/truespace/showpost.php?p=94403&postcount=72

Post by Mr. 3d // Feb 13, 2009, 2:23pm

Mr. 3d
Total Posts: 747
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I'm with Breech on this one...I enjoyed it and have the thread saved for later investigation ! THANKS !:cool:
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