I think I'm done with this. If I haven't convinced you by now, I won't. It's not worth anymore of my time.
now this thing is getting D4v quality
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I think I'm done with this. If I haven't convinced you by now, I won't. It's not worth anymore of my time.
In fact they will, as I showed about 3 times already
It will fly. The wheels aren't moving the plane forward. The engines are. They are not affected by the treadmill. The wheels would just spin faster.
errrr, yes it will fly.
It wont stay still.....
Just the wheels will spin faster than if it was on motionless ground. But it will still move forwards.
someone gave a good example. Put a treadmill up against a wall, and attach rope to the wall next to the treadmill. Put some roller skates on, then stand on the treadmill. Hold the rope so you arent moving then turn the treadmill on. Then try and pull yourself forwards. You will be able to, just like the engines of a plane would be able to move the plane, because all the treadmill will do is turn the wheels, not move the plane.
That's exactly it. The plane is sitting on the tread, not the ground. As long as the tread is moving backwards at the same speed the jet is moving forward. The jet cannot move forward in relation to the ground. It is moving forward in relation to the tread mill.
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The car on the tread mill in the drawing above. Is turning it's wheels at the same speed as the tread. If you move the car forward on the tread. The wheels are spinning faster than the tread is. Even if it is only slightly more.
However the tread mill is designed to counter that movement. So it would speed up too. Your hand on the car is an outside force. If you continued to pull it forward the tread mill could accelerate to infinity and it couldn't pull the car back. You are moving it forward.
If the car is moving under it's own power. It has to mantain the speed it is moving on the tread, on it's own. So if the engine tries to pull the car/plane forward. The tread mill speeds up to compensate. Again resulting in zero net movement.
User Name conceded two posts above you.The hand on the car is a force acting on the car but unrelated to the treadmill; it symbolizes the jet engine.
the plane will explode in a bout of indecision. so i guess the answer is it wont fly.
#include <iostream.h>
#include <conio.h>
#include <stdlib.h>
void PlaneTakeOff(bool TakeOff)
{
gotoxy(1,20);
if (TakeOff == true) {cout<<"Plane has taken off... *swish*.";}
}
void WeelsBroken(bool Broken)
{
gotoxy(1,20);
if (Broken == true) {cout<<"Too bad, the weels broke..";}
}
float WeelFrictionOverall(float PlaneActualSpeed, float FrictionPerRotation, float AmountWeels, float WeelCircumferential)
{
float WeelSpeed = (PlaneActualSpeed + PlaneActualSpeed);
float WeelSpin = (WeelSpeed / WeelCircumferential);
return((FrictionPerRotation * WeelSpin) * AmountWeels);
}
float PlaneMoving(float EngineAirFlow1, float EngineAirFlow2, float PlaneActualSpeed, float PlaneIntertia)
{
//think the acceleration calculation misses something, not sure what, but it should be close
float PlaneThrust = ((EngineAirFlow1 - PlaneActualSpeed) + (EngineAirFlow2 - PlaneActualSpeed));
float PlaneAcceleration = PlaneThrust - (PlaneActualSpeed + PlaneIntertia);
return(PlaneActualSpeed + PlaneAcceleration);
}
void main()
{
float PlaneMinTakeOffSpeed = 600;
float WeelCircumferential = 0.1;
float AmountWeels = 4;
float PlaneThrust = 0;
float PlaneIntertia = 100;
float WindBlow = 10;
float FrictionPerRotation = 0.0001;
float PlaneActualSpeed = 0;
float WeelsBreakFriction = 1000;
float WeelSpeed;
float WeelFriction;
float EngineAirFlow1 = 1000;
float EngineAirFlow2 = 1000;
bool ExecWind = true;
gotoxy(1,1);
cout << "Input the speed the plane needs to take off: ";
cin >> PlaneMinTakeOffSpeed;
gotoxy(1,2);
cout << "Input the weels cirumferential: ";
cin >> WeelCircumferential;
gotoxy(1,3);
cout << "Input the amount of weels: ";
cin >> AmountWeels;
gotoxy(1,4);
cout << "Input the airflow exaust 1 generates: ";
cin >> EngineAirFlow1;
gotoxy(1,5);
cout << "Input the airflow exaust 2 generates: ";
cin >> EngineAirFlow2;
gotoxy(1,6);
cout << "Input the planes Intertia: ";
cin >> PlaneIntertia;
gotoxy(1,7);
cout << "Input how strong the wind blows: ";
cin >> WindBlow;
gotoxy(1,8);
cout << "Input the weels friction per rotation: ";
cin >> FrictionPerRotation;
gotoxy(1,9);
cout << "Input at how much friction the weels fall appart: ";
cin >> WeelsBreakFriction;
while(1)
{
clrscr();
if (WindBlow >= PlaneMinTakeOffSpeed) {cout<<"Plane flys allready"; break;}
if (ExecWind == true)
{
if (WindBlow <= 0) {PlaneMinTakeOffSpeed = PlaneMinTakeOffSpeed + WindBlow;}
else {PlaneMinTakeOffSpeed = PlaneMinTakeOffSpeed - WindBlow;}
ExecWind = false;
}
PlaneActualSpeed = PlaneMoving(EngineAirFlow1, EngineAirFlow2, PlaneActualSpeed, PlaneIntertia);
WeelFriction = WeelFrictionOverall(PlaneActualSpeed, FrictionPerRotation, AmountWeels, WeelCircumferential);
PlaneActualSpeed = PlaneActualSpeed - WeelFriction;
if ((WeelFriction / AmountWeels) >= WeelsBreakFriction) {WeelsBroken(true); break;}
WeelSpeed = PlaneActualSpeed + PlaneActualSpeed;
gotoxy(1,1);
cout<<"Weelfriction over all: "<<WeelFriction;
gotoxy(1,2) ;
cout<<"Single weel friction: "<<(WeelFriction / AmountWeels);
gotoxy(1,3);
cout<<"Weels speed: "<<WeelSpeed;
gotoxy(1,4);
cout<<"Windblow: "<<WindBlow;
gotoxy(1,5);
cout<<"Treadmill speed: -"<<PlaneActualSpeed;
gotoxy(1,6);
cout<<"Plane Speed: "<<PlaneActualSpeed;
gotoxy(1,7);
cout<<"Plane minimum speed to take off: "<<PlaneMinTakeOffSpeed;
if (PlaneActualSpeed >= PlaneMinTakeOffSpeed) {PlaneTakeOff(true); break;}
gotoxy(1,15);
cout << "Hit enter to see the next intervall - ESC to quit";
int Inp = getch();
if (Inp == 27) exit(1);
}
gotoxy(1,16);
cout << "Hit enter to exit";
getch();
}
But then they would slide, wouldn't they?.
(I have to keep this alive )
If the wheels try to go faster than the speed of the conveyor will they skid? They are always trying to go round at a speed that would result in twice the speed the plane is actually going at. So do they spin? If thats the case then the plane can never accelerate to take off. Or it would, but it wouldn't be guided along in a straight line
Water on the bottom of a sea plane generates a lot more friction than wheel bearings. This isn't about a sea plane. Read my post right above yours.