POV-Ray : Newsgroups : povray.binaries.images : P.D.U. (WIP 44ko) Server Time
17 Oct 2026 10:53:27 EDT (-0400)
  P.D.U. (WIP 44ko) (Message 1 to 12 of 12)  
From: gemelli david
Subject: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 05:39:29
Message: <3D3BD324.7070305@xlstudio.com>
OK, here it is...the new version of what became a P.D.U. (Polyvalent 
Deposit Unit...hum...just the first name I found)
Thanks to the remarks, I made a few changes on the flying thingy and 
added some samples of what it can be used for...
I'll try to improve everything and to find other things to use...after 
that, I'll need an environment to demonstrate some of  the P.D.U. abilities.

comments/ideas

   thanks.

                 David.


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From:
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 05:42:09
Message: <boknjuslqs0pa8b1o5l0l7sme7066fvtij@4ax.com>
On Mon, 22 Jul 2002 11:40:52 +0200, gemelli david <d.g### [at] xlstudiocom>
wrote:
> comments/ideas

motion blur for rotation

nice image

ABX


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From: Bill DeWitt
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 09:02:32
Message: <3d3c0268$1@news.povray.org>
"gemelli david" <d.g### [at] xlstudiocom> wrote in message
news:3D3### [at] xlstudiocom...
> OK, here it is...the new version of what became a P.D.U. (Polyvalent
> Deposit Unit

    Are those cut-outs in the legs the counter-rotating fans? I though about
it since your last post and thought you might put in no-tar baffles.


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From: gemelli david
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 09:58:19
Message: <3D3C0FDD.80509@xlstudio.com>
>
>    Are those cut-outs in the legs the counter-rotating fans? I though about
>it since your last post and thought you might put in no-tar baffles.
>
>
Yes they are, I was looking for a not too bad place to put them...it is 
the only place I found...
Sorry, but I don't understand the second sentence...what are no-tar 
baffles ? (in french if possible...)

      David.


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From: Bill DeWitt
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 10:14:16
Message: <3d3c1338@news.povray.org>
"gemelli david" <d.g### [at] xlstudiocom> wrote in message
news:3D3### [at] xlstudiocom...
>
> >
> >    Are those cut-outs in the legs the counter-rotating fans? I though
about
> >it since your last post and thought you might put in no-tar baffles.
> >
> >
> Yes they are, I was looking for a not too bad place to put them...it is
> the only place I found...
> Sorry, but I don't understand the second sentence...what are no-tar
> baffles ? (in french if possible...)

    No-Tar, "No Tail Rotor" helicopters use a variety of methods to battle
counter-rotation while maintaining directional control.
    See: http://home.wanadoo.nl/helicopter/development.htm


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From: gemelli david
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 10:18:53
Message: <3D3C14AF.9030209@xlstudio.com>
understood ! thanks.
will try  this.

          David.


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From: Timothy R  Cook
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 10:57:54
Message: <3D3C1D70.2000109@bellsouth.net>
Bill DeWitt wrote:
> No-Tar, "No Tail Rotor" helicopters use a variety of methods
 > to battle counter-rotation while maintaining directional control.

Didn't they try some helicopter designs without tail rotors at
all, but posessed two main rotors going opposite directions?

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Alf Peake
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 11:09:35
Message: <3d3c202f$1@news.povray.org>
I like.
Reminds me of a three legged animation (Rune?) I saw on p.b.a
the short time I visited (a bad idea with my slow modem).

Alf


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From: Wolfox
Subject: Re: P.D.U. (WIP 44ko)
Date: 22 Jul 2002 13:10:35
Message: <3D3C3CE6.6050206@hotmail.com>
Timothy R. Cook wrote:
> Bill DeWitt wrote:
> 
>> No-Tar, "No Tail Rotor" helicopters use a variety of methods
> 
>  > to battle counter-rotation while maintaining directional control.
> 
> Didn't they try some helicopter designs without tail rotors at
> all, but posessed two main rotors going opposite directions?
> 

There are some helicopters built using that concept, like the russian 
Ka-50 Hokum combat helicopter. It has many advantages over the 
traditional approach.

SP!


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From: ingo
Subject: Re: P.D.U. (WIP 44ko)
Date: 23 Jul 2002 01:14:46
Message: <Xns92544A598CA94seed7@povray.org>
in news:3D3### [at] xlstudiocom gemelli david wrote:

> OK, here it is...

A ballet for these would be nice.

Ingo


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From: Lawrence Winstead
Subject: Re: P.D.U. (WIP 44ko)
Date: 23 Jul 2002 10:04:07
Message: <3D3D624C.A5617305@duratechindustries.net>
These are funky!  :)  I dig 'em.

But what I really want to know is how you did the [drill]?  I don't have much
time to play with Pov-ray these days, but I had recently been trying to make a
realistic wood screw, and couldn't figure out how to do the 'screw' part.

Thanks!
-Law

gemelli david wrote:

> OK, here it is...the new version of what became a P.D.U. (Polyvalent
> Deposit Unit...hum...just the first name I found)
> Thanks to the remarks, I made a few changes on the flying thingy and
> added some samples of what it can be used for...
> I'll try to improve everything and to find other things to use...after
> that, I'll need an environment to demonstrate some of  the P.D.U. abilities.
>
> comments/ideas
>
>    thanks.
>
>                  David.
>
>   ------------------------------------------------------------------------
>  [Image]


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From: gemelli david
Subject: Re: P.D.U. (WIP 44ko)
Date: 23 Jul 2002 10:12:21
Message: <3D3D64A8.8080903@xlstudio.com>
here, the drill is:
// the values of the various radius may be wrong, it's a freestyle writing
difference {
 cylinder {<0.0, 0.0, 0.0>, <10.0, 0.0, 0.0>, 0.75}
 blob {
   threshold 0.6
 #local nbS = 500;  // nb of sphere for precision
 #local nbT = 10;  // nb of turns
 #local ii = 0;
 #while (ii < nbS)
   sphere{<0.0, 1.0, 0.0>, 0.4, 1.0 translate 10.0*(ii / nbS)*x rotate 
nbT*360.0*(ii / nbS)*x}
   #local ii = ii + 1;
 #end
 }
}

         David.


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