Mash
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Ok, So if i calculate the torque on an object, how do i then find out the rate at which that object turns?
The discussion revolves around calculating torque and the rate of turn for a snowboarder in a gaming context. Participants explore the relationship between torque, rotational inertia, and angular acceleration, as well as the complexities of snowboarder movements.
Participants express multiple competing views regarding the modeling of the snowboarder's rotational inertia and the methods of turning, indicating that the discussion remains unresolved.
There are limitations regarding the assumptions made about the snowboarder's body position and the simplifications involved in modeling the snowboarder as a solid cylinder. The discussion also highlights the dependence on various factors influencing turning dynamics.
that sounds appropriate to me.Mash said:Could I just approximate the snowboarder to be a solid cylinder or something?
Mash said:Ok, So if i calculate the torque on an object, how do i then find out the rate at which that object turns?