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Date:      Thu, 31 Dec 1998 13:39:13 -0500 (EST)
From:      Jamie Bowden <jamie@itribe.net>
To:        "Jonathan M. Bresler" <jmb@FreeBSD.ORG>
Cc:        james@miller.cs.uwm.edu, freebsd-multimedia@FreeBSD.ORG, thedeck@dino.omen.com.au, freebsd-hardware@FreeBSD.ORG
Subject:   Re: Turtle Beach Soundcard
Message-ID:  <Pine.SGI.3.96.981231133853.4695D-100000@animaniacs.itribe.net>
In-Reply-To: <199812311628.IAA16747@hub.freebsd.org>

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On Thu, 31 Dec 1998, Jonathan M. Bresler wrote:

> > Date: Thu, 31 Dec 1998 10:52:10 -0500 (EST)
> > From: Jamie Bowden <jamie@itribe.net>
> > > 
> > > The problem becomes much easier if you toss the PC in the vertical
> > > direction and drive the auto on a flat level surface at a constant
> > > speed.  A few equations you might find useful are:
> > > 
> > > 	s = 1/2at**2 + v0t + s0	(for the PC)
> > > 	v = at + v0		(for the car, if not at constant speed)
> > > 	f = ma			(for the impact)
> > 
> > Bzzt.  m1v1+m2v2=m1v2+m2v1.  That's assuming inelastic collision (and that
> > I am rembering my physics correctly, it's been a few years, but that's
> > close)
> > 
> 
> Jamie,
> 	if its an inelastic collision, we have not embedded the PC
> 	into the vehicle. ;(

Damn, you're right.

Jamie Bowden

-- 
Systems Administrator, iTRiBE.net

If we've got to fight over grep, sign me up.  But boggle can go.
	-Ted Faber (on Hasbro's request for removal of /usr/games/boggle)


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