VortexGlide & OverhangWolf
VortexGlide VortexGlide
Yo, OverhangWolf, heard you’ve been dissecting drop‑in ramp geometry—think we can crank up the speed factor to a level that still keeps us from blowing our knees? Let’s crunch the numbers and find the sweet spot for a 360 spin that screams victory.
OverhangWolf OverhangWolf
Let’s map the ramp angle, launch velocity, and your rotational inertia. A 30‑degree ramp at about 3 m/s gives a reasonable arc for a 360 without over‑exerting the knees. We’ll crunch the torque numbers next to fine‑tune it.
VortexGlide VortexGlide
Sounds tight, but remember we’re not just fitting the numbers – we’re chasing that clean, air‑time finish. Lock in that 30°, keep the speed off the throttle, and I’ll nail that 360 like it’s the first time. Ready to hit the edge?
OverhangWolf OverhangWolf
Got it, 30°, throttle off, air‑time only. Let’s keep the spin clean, avoid a knee‑crash, and see that 360 land like a paper plane. Ready when you are.
VortexGlide VortexGlide
Yeah, let’s hit it. 30°, full throttle out the way, just clean spin and land smooth. Hit the edge and bring that paper‑plane finish. Let's roll.
OverhangWolf OverhangWolf
Sure thing, just double‑check the landing zone—no surprise paper‑plane collisions, right? Let’s go.