Hello. I have a silly question about using gravity with UE4.
I tested a simple drop of a ball at 400 m. I then start to calculate the delta time at 200 m. just to get the full velocity at work. It landed on the ground at 6.8 seconds.
That’s a half a second off from the traditional formula:
t = √(2y/g) t = √[2*(200 m)/(9.8 m/s[SUP]2[/SUP])] t = √(40.8 s[SUP]2[/SUP]) t = 6.39 s
So I went to Physics =>Constants => Default Gravity Z and changed the number, say, to the Sun’s gravity. While a higher value makes the object catch up its maximal velocity more rapidly, it doesn’t change its overall speed: the ball still takes 6.8 seconds to reach the floor instead of 1.2.
t = √(2y/g) t = √[2*(200 m)/(273.614 /273.614m/s[SUP]2[/SUP])] t = √(1,46 s[SUP]2[/SUP]) t = 1.209 s
OK. So the Sun’s gravity may be a bit exaggerated, but the Moon’s gravity goes down the same way. I still get a constant speed of 6.8.
So I guess we could emulate the feeling of lower or higher gravity at very short distances but long distances are out ?