Debunked: WTC: Multi-ton steel sections ejected laterally.

If I stand a two by four upright and let it fall over, it topples because its base is bound gravitationally to the ground. A physical connection is not required.

Well it does actually need to be physically touching something, like the ground.

Without that hinge the toppling theory becomes untenable.
not really. As you can see in Mick's garage video, a free falling piece of debris can easily bounce sideways off and object it lands on. Why does it need a hinge to topple sideways?

Well it does actually need to be physically touching something, like the ground.
Of course. It doesn't need any structural connections is what I meant.

Time for Jenga:

not really. As you can see in Mick's garage video, a free falling piece of debris can easily bounce sideways off and object it lands on. Why does it need a hinge to topple sideways?

There is no lack of hinges. As the interior floors are stripped away, the exterior wall simply hinges on any vertical section below it.

If I stand a two by four upright and let it fall over, it topples because its base is bound gravitationally to the ground. A physical connection is not required.

I was discussing a proposed mechanism that can cause sections to be seen travelling horizontally from high locations in the towers. One such mechanism put forward was a 'toppling' of long sections fixed at their base. In the example of your 2x4 fixed (or stood) on a not yet moving base, you would see the top move laterally in an arc with a radius of the length of that 2x4.

That is understood. The problem arises when its observed that the top of that 'toppling' section leaves the vertical at high speed. Measurements have been published as high as 60mph.

The debate then revolves around how that can happen. Could gravity and impacts from above cause that, or would some other force such as some kind of explosive have to be involved in order to achieve such velocities.

Here the Jenga box might stand in for another building, although that was not my intent.

...As it happens, @Oystein provided confirmation of Chandlers calculations by mentioning that Dr Griscom also reached the same conclusion...
FALSE.
My post was in no way whatsoever about Chandler or his calculations.
I merely acknowledged that Griscom has made a claim. I did not acknowledge that the claim is factually correct. I think I remember that Griscom's claim of "60 mph" was the result of a calculation, not an observed velocity: To travel a certain horizontal distance while falling ballistically from a certain height, a necessary average velocity is required, and I believe this 60 mph was the calculated result. I don't know which piece of steel or which video or photo evidence it pertained to.

The response(s) to this in the linked thread - a train wreck.
My apology - I should have warned against reading on.

Can anyone here check my math?

The following video shows nicely one instance of wall toppling - the one that most likely left a wall panel stuck in the corner of 3WFC. You can actually see a very tall and pretty straigh wall section toppling (i.e. turning from less then 45° from vertical to more than 90°) in the red box after the 40 second mark.
Could @Hitstirrer please acknowledge that he actually SEES this wall section toppling?

Here is an aerial photograph of a detail of the debris on the ground west of WTC1, next to the WFC:
http://www.sharpprintinginc.com/911...id=28&PHPWS_Photo_op=view&PHPWS_Photo_id=2096
What we SEE here is a very large section of perimeter wall - about 27 columns (9 panels) wide and at least 18 floors (6 panels) high, for a total of more than 324 tons of steel (assuming at least 6 tons per panel), all layed out quite orderly on the ground, up to 420 feet away from the WTC1 footprint.
I wonder if anyone here does not agree that this is a wall section that toppled over essentially in one piece? Or is there perhaps someone (I am looking at @Hitstirrer mostly) who claims that these >324 tons of steel were ejhected laterally from one of the towers and landed in that orderly pattern by mere coincidence?

The following two videos show two large steel lattice structures (a water tower and an antenna) that were made to topple over:
The top of the water tower falls in about 9 seconds. It's top thus moves laterally at an average speed of 350/9 ft/s = 10.9 m/s = 26.7 mph. Since it starts at 0 mph and at the end approaches 0 mph, we may safely guess that it reached a top lateral velocity of over 40 mph at some point.
In the antenna tower example, there is an initial lateral force to pull the center of mass beyond the tower's footprint, but from that point on, gravity accelerates the tower laterally, and gravitational potential energy is doing work to accelerate the steel laterally such that some of it landed 540 feet away. Easily half that distance is covered in about 6 seconds, from 3:50 to 3:56 in the video, for an average velocity in that period of (540/2)/6 ft/s ~= 14 m/s ~= 31 mph.
These two examples show the sorts of lateral velocities reached by the top of tall toppling structures - they fall nicely in the order of magnitude that Chandler and Griscom claimed.

I have not seen the evidence that @Hitstirrer talked about, where Chandler allegedly proves that heavy steel sections were ejected and accelerated to like 60 mph within a few yards. Please link me to that evidence!

My apology - I should have warned against reading on.
If I don't know what to expect after all these years...

Can anyone here check my math?
Probablistically speaking, it's probably good.

I have not seen the evidence that @Hitstirrer talked about, where Chandler allegedly proves that heavy steel sections were ejected and accelerated to like 60 mph within a few yards. Please link me to that evidence!
I'm certainly not aware of Chandler doing such a measurement. His video contains three instances of items being tracked, all three are objects which emerge from the the cloud at a considerable distance from the perimeter boundary. Unless there's something else he did or someone else who did it, the claim is superficially groundless.

Superficially. I believe the idea is essentially correct in that the pieces in question got quite a shove. The term 'toppling' is a little vague, 'peeling' coming closer to the actual mechanism. Mick's jenga arrangement where the rubble shoves walls aside is the ticket. Without a push, and relying only on gravity induced tipping, the sections would still be at an acute tip angle when the collapse is already over. Here's a sim of a 100m tall thin rod (assumed to represent a wall via translational symmetry in the depth dimension) given just enough of a push to fall over but no more.

At t0:

At t+15:

Horizontal speed over time:

It doesn't seem anyone's trying to represent this phenomena as pure tipping, though tipping alone can account for the eventual resting places being far from the footprint (SanderO's point). Something else has to account for the horizontal velocity so early in the timeline, and that would be a push. This is another run with the 'wall' fixed by constraints every fifth mass point and a moving orthogonal force (collapse front) coincident with partial wall fracture... an attempt to model 'cleaving' in a very crude way:

There is actually quite a bit of horizontal force applied relative to the mass being pushed. This probably comes as no surprise since this is a 0-60mph in a few seconds situation. Gravity doesn't do that. Rubble and eccentric impact plausibly can do it, and I think that's the notion over which the two factions here disagree.

The noodly, purely elastic model above does not represent the WTC perimeter sections, but it does reveal basic principles. Qualitatively, it takes a fair impulse to get the needed horizontal component of velocity so quickly. It is in that sense that @Hitstirrer's incredulity has a reasonable basis.

Notes on the last simulation...

As always, when I'm doing it, it's bound to be highly contrived. Some educated guesses leading towards a model which does what I want as best as I can. No shame in that; exploratory analysis is A-OK, and this is part of the solution space. Just the part I want to show.

The model is mass-spring with 101 mass points connected by linear translational and rotational springs (not shown). Fixed xy constraints applied every 5th mass point prevent net motion of the wall until the constraint is removed, therefore the forces applied at these points do not produce motion until the node is released (fracture).

Speaking of fracture, the segmentation of the pieces towards the end was done manually by me. I just wanted to check the trajectory of the topmost chunk if it were to break off at the peak of horizontal speed. Then I noticed there was considerable strain at other points, so I broke them, too. This portion should not at all be considered realistic, only fun.

The masses are unit masses, which are perfectly valid for testing the tipping-only scenario with gravity, but applied forces are obviously scaled with the wall mass in mind. The variable external force follows 'unzipping' of the constraints at an average downward speed of 25 m/s. There are only ever two applied forces acting at one time because of constraints below and removal above, so external applied force acts on a given 5-mass segment for a total time of 400 ms.

Never achieved the 78mph claimed by Chandler. The floppiness of the structure is evident in the horizontal speed plot:

The sinusoidal character at the end is after the breakup. The section was rotating in freefall, and the point being measured was the topmost point of the structure.

I suspect a stiffer but brittle/frangible structure will give higher segment velocities. The idea is to get a nice curl up at the top initially so that the horizontal force is directed through the wall assembly length effectively.

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I have not seen the evidence that @Hitstirrer talked about, where Chandler allegedly proves that heavy steel sections were ejected and accelerated to like 60 mph within a few yards. Please link me to that evidence!

@Oystein This is the short video that David Chandler made on the subject of ejection velocities.

As I said earlier, it was some years since I looked at this and spoke from memory. I remembered watching almost horizontal ejections and large velocities being measured. As there was not much of a downwards vector component to enable gravity to add much to the velocity observed, the starting velocity had to be high if it had slowed to 60mph at a distance. Its not clear from Chandlers video whether he is quoting an average velocity or a terminal velocity though. But as @OneWhiteEye says so economically, they "got quite a shove".

Superficially. I believe the idea is essentially correct in that the pieces in question got quite a shove.

That is essentially my point @OneWhiteEye .

There is actually quite a bit of horizontal force applied relative to the mass being pushed. This probably comes as no surprise since this is a 0-60mph in a few seconds situation. Gravity doesn't do that

Again, you put your finger on the subject of my input here.

Qualitatively, it takes a fair impulse to get the needed horizontal component of velocity so quickly. It is in that sense that @Hitstirrer's incredulity has a reasonable basis.

Thank you @OneWhiteEye . Others in here simply 'handwave' away such doubts and even accuse me of using this to somehow prove that explosives had to be used. If you care to scroll back you will find that at no time in this thread have I said that. Your own 'cleaving' animation goes a long way to suggesting a possible mechanism. But many of the sections seen leaving at high speed in Chandlers video are trailing individual dust clouds, indicating that they are travelling alone. So far, your own explanation fits the observations best, but not absolutely.

It doesn't seem anyone's trying to represent this phenomena as pure tipping, though tipping alone can account for the eventual resting places being far from the footprint (SanderO's point). Something else has to account for the horizontal velocity so early in the timeline, and that would be a push.
Your model seems have a very even tip initiation time, which means that the "hinge" of each section starts to move very soon after the section starts to move, so upper sections gather speed slowly.

If instead you just had two sections toppling on a base that remained solid for a second, then wouldn't the horizontal velocity of the upper section increase much quicker?

 although there will still likely be a requirement for a "push", which should easily be supplied by the falling rubble wave.

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Others in here simply 'handwave' away such doubts and even accuse me of using this to somehow prove that explosives had to be used. If you care to scroll back you will find that at no time in this thread have I said that.

We don't want to get into a "he said/she said" argument, so it's best to use actual quotes rather than paraphrasing.

Tried another "simulation", using only blocks for the falling debris. Didn't really work out that well, but still interesting:

You're welcome. As is typical in cases like this, I hack together a simulation and am then surprised somewhat at the outcome. In this case, I expected the second run to achieve greater horizontal speed than it did and then I could preen and bray and chortle. Oh well.

Others in here simply 'handwave' away such doubts and even accuse me of using this to somehow prove that explosives had to be used. If you care to scroll back you will find that at no time in this thread have I said that.
I can accept that you're pointing out what you feel is an anomalous situation and asking what conventional mechanism can give this result. Absent such an explanation, though, what's left? Others probably see the elephant-shaped outline surrounding a void over in the corner of the room and fill in the blank.

Your own 'cleaving' animation goes a long way to suggesting a possible mechanism. But many of the sections seen leaving at high speed in Chandlers video are trailing individual dust clouds, indicating that they are travelling alone. So far, your own explanation fits the observations best, but not absolutely.
Let's not forget other arguments which address different aspects of this. If explosives were the motive force, it would be reasonable to expect smaller objects to be hurled further and faster. Instead, these objects are leading the charge. Two of them are coincidentally at the top of tall sections which are unequivocally falling over.

In the first and third cases in Chandler's video, it's possible to see the history of the pieces from initial stationary location to their eventual trajectory. Not all in the same video, but it's possible with minimal gaps. The second case in his video is more difficult to explain as it emerges from the cloud and can't be examined prior to that time. It was the subject of considerable talk at Physorg forums back around 2007, where the word 'tiddlywinks' at least came up.

There are mechanisms by which this one piece could acquire momentum well into the tail of the overall momentum distribution. But, as for explosives, it still comes down to how well it fares as an explanation in itself as opposed to how inadequate the other explanations may be. Does it make sense that only one piece would acquire outlier momentum from explosions which took the whole building down? Or does it make more sense that one piece would acquire outlier momentum from a mass of objects in collision in the midst of a high power phase transition of the building (aka collapse)? Think of how a pan of water evaporates over time at room temperature. An ensemble of objects in collision will have a momentum distribution, even if they're identical.

Imagine the towers were taken down by weakening of primary supports via thermite heating. And just that. Would we still see a few pieces ejected at "high" velocity? Apparently so. Or else Chandler has eliminated thermite-only as the means...

Your model seems have a very even tip initiation time, which means that the "hinge" of each section starts to move very soon after the section starts to move, so upper sections gather speed slowly.
I attempted to create conditions which would correspond to a gradual unzipping within these constraints: "collapse front" moving about 25 m/s and having vertical spatial extent of about 3 stories. That is, the transient force from debris pressure stops pressing locally after the debris has passed. It will still push on a lower part, of course.

If instead you just had two sections toppling on a base that remained solid for a second, then wouldn't the horizontal velocity of the upper section increase much quicker?
Let me put something together and see if I understand exactly what you're saying.

First pass is with one weakened rotational spring (which are shown this time) in the middle, and one fixed constraint at the bottom. There are initially forces applied to three points: at top point, top - 10, and top - 20. These are removed one at a time top down starting at 0.5 sec, then 0.75 sec and 1.0 sec. This and t0 comprise the first four frames below. The last two frames are 1.5 and 2.0 sec.

The hinge point in the middle naturally displaces left due to reaction force from the tipping section above, as could be expected. Not realistic, just wanted to try it. The hinge point must remain pinned for a time, then the horizontal forces shifted downward to push the lower section to the right. Next run.

Let me know if I'm getting towards what you suggest, Mick.

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The question of the ejections is simply if they are too fast or not. I made an error in my last post. I assumed horizontal ejections and of course an angle can lead to a further distance. The problem I have with those ejections is how they are caused. They are too fast for released elastic energy and for pure mikado toppling a further distance is of course possible but the assumption of a stepwise mass crushing down forbids that the mikado sticks are very long. Alternatively when only the floors pancake (a theory I don't support) and the columns are falling a little bit later afterwards it should not really be an other situation. I've done an analysis myself years ago and a heavy object leaves the impact zone with about 14 m/s and I'm wondering how that is possible because there was almost no visible motion at the outside. The only option to avoid explosives is that there is a kind of wedge effect redirecting the mass which means the momentum vector of that mass changes which requires a force delivered by the parts of the building that are still intact. Like you drop a bunch of marbles on a triangle or something like that. I'm wondering if there is a theoretical limit of the ejections. Energetically everything is possible but does that also mean it is to be expected? I'm still not convinced.

This time there is a moving force twice the magnitude as the first noodly run but applied every 10th mass point - so is similar to the crush front specs there. The net force is slightly higher because now there's one force acting on the high point instead of two half the size in the same vertical extent. Otherwise, the crush front still moves through the 100m height in 4 seconds and exerts the same impulse as that first run.

The constraints and hinge points, though, are like the last run in that only the middle joint is weakened to allow rotation and that same mass point is xy-constrained until the crush front reaches it (at 2.0 sec). Then the constraint is removed and the lateral force moves down the lower segment.

The force - which remains constant at 200N throughout - prevents the lower section from moving to the left in reaction as before, but is barely enough to propel the total assembly to the right. Obviously, if the lateral force increased going down it would be more effective in producing the desired result. But the wording of the last sentence should set off mild alarm bells. It's starting to verge on fine-tuning the model to achieve desired results. That's okay so long as it's understood. As the range of physical configurations narrow, the likelihood of accidentally achieving a particular configuration would decrease absent any other factor.

Are other factors absent? Undoubtedly. The mass of the panels did increase going down, and I think it's perfectly reasonable that the lateral debris pressure also increased going down, and did so with a steeper increase than the mass of the panels being pushed. If it so happens that a closer approximation to expected conditions produces a greater horizontal speed, that can't be considered fine-tuning to achieve objective.

As it stands, the horizontal speed obtained:

Peaks out at just under 24 m/s. Just a little better than my first peeling run, and it could be explained by the increased moment since I didn't choose equivalent lever arm locations for the forces. Suggests that there's only so much blood that comes out of squeezing a geometry turnip. Of course, the obligatory caveats about such a simple model's applicability come into play, but I remind everyone that however simple this may be with respect to the actual mechanics, it's every bit as good and complex as most people's intuition about the subject.

The question of the ejections is simply if they are too fast or not.
Hi drommelsboef. That is the \$64K question at the moment.

I made an error in my last post.
I know someone who did a similar calculation at the above mentioned Physorg thread. Naturally, I thought of this person when I saw the post.

I assumed horizontal ejections and of course an angle can lead to a further distance.
What's a few errors amongst friends?

The problem I have with those ejections is how they are caused. They are too fast for released elastic energy...
Intuitively, agreed.

...and for pure mikado toppling a further distance is of course possible but the assumption of a stepwise mass crushing down forbids that the mikado sticks are very long.
Agreed concerning the segment length, which is why I was doing the first sim with segmentation at the 5m and 10m lengths. This does correspond somewhat with the peeling of the "great wall", but Chandler's last measurement is on a piece that's arcing more like the last sim. Turns out, for that model, doesn't make much difference.

Alternatively when only the floors pancake (a theory I don't support) and the columns are falling a little bit later afterwards it should not really be an other situation. I've done an analysis myself years ago and a heavy object leaves the impact zone with about 14 m/s and I'm wondering how that is possible because there was almost no visible motion at the outside.
I postulate a substantial lateral debris pressure which, unlike HE, would be extremely efficient at converting energy into motion when it comes to perimeter panels and corner assemblies. This debris pressure would be expected to cause expulsions through the windows and indeed expulsions are seen. It seems that discriminating between the two causes becomes more difficult the closer one looks: are there hundreds of very low-yield pyrobolts going off in sequence at the perimeter or is that just the collapse front?

Hmm. I say even if there are charges going off, the walls are being pushed outward by debris pressure. We just haven't quite hit on the mechanics that produces a high tip segment velocity and is true to the conditions.

The only option to avoid explosives is that there is a kind of wedge effect redirecting the mass which means the momentum vector of that mass changes which requires a force delivered by the parts of the building that are still intact. Like you drop a bunch of marbles on a triangle or something like that. I'm wondering if there is a theoretical limit of the ejections. Energetically everything is possible but does that also mean it is to be expected? I'm still not convinced.
Good musings and questions.

Has anyone ever suggested a mechanism where an explosion might hurl a 20 ton wall section 250 feet, but not hurl smaller debris tens of miles?

Wouldn't explosive charges SHRED the facade into pieces? How did these explosions pulverize everything, yet large steal beams are in one piece. Could strategically placed charges accomplish that?

In the PT 5 video Mick posted, the speaker says "steel ejected at 60 mph for a distance of 600 ft." Wouldn't we be seeing the debris moving much faster if it was at that speed?

Haha! I increased the average lateral force, and guess what happened? The peak velocity went down a bit.

This time, the applied force started at 100N and was increased 30N at each interval as it went down, for a final force near the bottom of 370N. Is it a surprise? When pushing harder towards the bottom in an attempt to get large acceleration at the end, it's important to not only have the timing right, but change the applied force quickly to a sharp peak to achieve the result.

In other words, a person could become skilled at swinging a hinged rod so as to maximize horizontal component of velocity at the end, if that was their goal. It isn't mine, so this particular configuration of the model must be abandoned. It's quite insensitive to how it bends and it what way the forces are applied.

BAM!

60 m/s, haha.

BAM!

60 m/s, haha.

Add a few small bits to that

Thanks for the hinge variations, that was kind of what I was suggesting.

Would it be possible for you to post the source for these sims? It might be interesting for other people to fiddle with them?

The force - which remains constant at 200N throughout - prevents the lower section from moving to the left in reaction as before, but is barely enough to propel the total assembly to the right. Obviously, if the lateral force increased going down it would be more effective in producing the desired result. But the wording of the last sentence should set off mild alarm bells. It's starting to verge on fine-tuning the model to achieve desired results. That's okay so long as it's understood. As the range of physical configurations narrow, the likelihood of accidentally achieving a particular configuration would decrease absent any other factor.

But then there's also a large number of different wall segments, and they fell in different ways, and ended up different distances from the buildings. So the ones that travelled the furthest were subject to rather particular sets of conditions, which might actually require some tweaking to duplicate.

If we had a full complexity simulation of the towers, then presumably the "just so" conditions for the farthest traveling sections would just emerge - just like with a collapsing Jenga tower, some pieces got a long way, that does not make them special.

Thanks for the hinge variations, that was kind of what I was suggesting.
Excellent.

Would it be possible for you to post the source for these sims? It might be interesting for other people to fiddle with them?
Yes, mostly. I haven't saved every one of them, just been morphing from one to the next. And though it looks very canned in the gifs, it takes some manual intervention to execute some of these scenarios. The environment isn't scriptable so I run (0.2 or 0.4 sec, depending), stop, change the forces and/or adjust the constraints, take a screen cap.

Keeping that in mind, yes. Stand by.

The application is Fydik2D, available here http://fydik.kitnarf.cz/. The version I'm using is older, 4.80.

This, I think, is the early peeling model. There are two files associated with each model, second one is just app settings.

Save this as XXX.model.fdk:

Code:
``````<?FDK note="saved from application FyDiK2D" version="4.80 20111010" year="(C) 2006" author="Petr Frantik" ?>
<MODEL name="Model" type="2D" version="4.80 20111010" start="false" exit="false" >
<SIMULATOR time="0.0" timeStep="1.0E-5" method="2" timeSpeed="1.0" fps="25" timeBreak="0.0" />
<MASSPOINT index="0" id="mp#0" name="MP1" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="0.0" initVelocityX="0.0" initVelocityY="0.0" restraintX="true" restraintY="true" massString="1" initCoordXString="0" initCoordYString="0" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="0.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="1" id="mp#1" name="MP1" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="1.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="1" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="1.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="2" id="mp#2" name="MP2" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="2.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="2" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="2.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="3" id="mp#3" name="MP3" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="3.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="3" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="3.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="4" id="mp#4" name="MP4" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="4.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="4" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="4.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="5" id="mp#5" name="MP5" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="5.0" initVelocityX="0.0" initVelocityY="0.0" restraintX="true" restraintY="true" massString="1" initCoordXString="0" initCoordYString="5" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="5.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="6" id="mp#6" name="MP6" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="6.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="6" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="6.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="7" id="mp#7" name="MP7" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="7.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="7" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="7.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="8" id="mp#8" name="MP10" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="8.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="8" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="8.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="9" id="mp#9" name="MP11" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="9.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="9" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="9.0" velocityX="0.0" velocityY="0.0" />
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<ROTATIONALSPRING index="58" id="rs#58" name="RS59" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="58" translationalSpring1Id="ts#58" translationalSpring2Index="59" translationalSpring2Id="ts#59" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="59" id="rs#59" name="RS60" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="59" translationalSpring1Id="ts#59" translationalSpring2Index="60" translationalSpring2Id="ts#60" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="60" id="rs#60" name="RS61" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="60" translationalSpring1Id="ts#60" translationalSpring2Index="61" translationalSpring2Id="ts#61" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="61" id="rs#61" name="RS62" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="61" translationalSpring1Id="ts#61" translationalSpring2Index="62" translationalSpring2Id="ts#62" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="62" id="rs#62" name="RS63" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="62" translationalSpring1Id="ts#62" translationalSpring2Index="63" translationalSpring2Id="ts#63" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="63" id="rs#63" name="RS64" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="63" translationalSpring1Id="ts#63" translationalSpring2Index="64" translationalSpring2Id="ts#64" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="64" id="rs#64" name="RS65" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="64" translationalSpring1Id="ts#64" translationalSpring2Index="65" translationalSpring2Id="ts#65" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="65" id="rs#65" name="RS66" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="65" translationalSpring1Id="ts#65" translationalSpring2Index="66" translationalSpring2Id="ts#66" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="66" id="rs#66" name="RS67" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="66" translationalSpring1Id="ts#66" translationalSpring2Index="67" translationalSpring2Id="ts#67" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="67" id="rs#67" name="RS68" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="67" translationalSpring1Id="ts#67" translationalSpring2Index="68" translationalSpring2Id="ts#68" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="68" id="rs#68" name="RS69" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="68" translationalSpring1Id="ts#68" translationalSpring2Index="69" translationalSpring2Id="ts#69" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="69" id="rs#69" name="RS70" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="69" translationalSpring1Id="ts#69" translationalSpring2Index="70" translationalSpring2Id="ts#70" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="70" id="rs#70" name="RS71" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="70" translationalSpring1Id="ts#70" translationalSpring2Index="71" translationalSpring2Id="ts#71" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="71" id="rs#71" name="RS72" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="71" translationalSpring1Id="ts#71" translationalSpring2Index="72" translationalSpring2Id="ts#72" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="72" id="rs#72" name="RS73" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="72" translationalSpring1Id="ts#72" translationalSpring2Index="73" translationalSpring2Id="ts#73" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="73" id="rs#73" name="RS74" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="73" translationalSpring1Id="ts#73" translationalSpring2Index="74" translationalSpring2Id="ts#74" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="74" id="rs#74" name="RS75" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="74" translationalSpring1Id="ts#74" translationalSpring2Index="75" translationalSpring2Id="ts#75" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="75" id="rs#75" name="RS76" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="75" translationalSpring1Id="ts#75" translationalSpring2Index="76" translationalSpring2Id="ts#76" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="76" id="rs#76" name="RS77" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="76" translationalSpring1Id="ts#76" translationalSpring2Index="77" translationalSpring2Id="ts#77" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="77" id="rs#77" name="RS78" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="77" translationalSpring1Id="ts#77" translationalSpring2Index="78" translationalSpring2Id="ts#78" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="78" id="rs#78" name="RS79" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="78" translationalSpring1Id="ts#78" translationalSpring2Index="79" translationalSpring2Id="ts#79" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="79" id="rs#79" name="RS80" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="79" translationalSpring1Id="ts#79" translationalSpring2Index="80" translationalSpring2Id="ts#80" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="80" id="rs#80" name="RS81" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="80" translationalSpring1Id="ts#80" translationalSpring2Index="81" translationalSpring2Id="ts#81" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="81" id="rs#81" name="RS82" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="81" translationalSpring1Id="ts#81" translationalSpring2Index="82" translationalSpring2Id="ts#82" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="82" id="rs#82" name="RS83" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="82" translationalSpring1Id="ts#82" translationalSpring2Index="83" translationalSpring2Id="ts#83" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="83" id="rs#83" name="RS84" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="83" translationalSpring1Id="ts#83" translationalSpring2Index="84" translationalSpring2Id="ts#84" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="84" id="rs#84" name="RS85" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="84" translationalSpring1Id="ts#84" translationalSpring2Index="85" translationalSpring2Id="ts#85" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="85" id="rs#85" name="RS86" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="85" translationalSpring1Id="ts#85" translationalSpring2Index="86" translationalSpring2Id="ts#86" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="86" id="rs#86" name="RS87" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="86" translationalSpring1Id="ts#86" translationalSpring2Index="87" translationalSpring2Id="ts#87" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="87" id="rs#87" name="RS88" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="87" translationalSpring1Id="ts#87" translationalSpring2Index="88" translationalSpring2Id="ts#88" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="88" id="rs#88" name="RS89" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="88" translationalSpring1Id="ts#88" translationalSpring2Index="89" translationalSpring2Id="ts#89" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="89" id="rs#89" name="RS90" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="89" translationalSpring1Id="ts#89" translationalSpring2Index="90" translationalSpring2Id="ts#90" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="90" id="rs#90" name="RS91" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="90" translationalSpring1Id="ts#90" translationalSpring2Index="91" translationalSpring2Id="ts#91" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="91" id="rs#91" name="RS92" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="91" translationalSpring1Id="ts#91" translationalSpring2Index="92" translationalSpring2Id="ts#92" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="92" id="rs#92" name="RS93" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="92" translationalSpring1Id="ts#92" translationalSpring2Index="93" translationalSpring2Id="ts#93" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="93" id="rs#93" name="RS94" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="93" translationalSpring1Id="ts#93" translationalSpring2Index="94" translationalSpring2Id="ts#94" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="94" id="rs#94" name="RS95" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="2" springFunctionId="sf#2" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="94" translationalSpring1Id="ts#94" translationalSpring2Index="95" translationalSpring2Id="ts#95" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="95" id="rs#95" name="RS96" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="95" translationalSpring1Id="ts#95" translationalSpring2Index="96" translationalSpring2Id="ts#96" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="96" id="rs#96" name="RS97" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="96" translationalSpring1Id="ts#96" translationalSpring2Index="97" translationalSpring2Id="ts#97" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="97" id="rs#97" name="RS98" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="97" translationalSpring1Id="ts#97" translationalSpring2Index="98" translationalSpring2Id="ts#98" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="98" id="rs#98" name="RS99" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="98" translationalSpring1Id="ts#98" translationalSpring2Index="99" translationalSpring2Id="ts#99" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ACCELERATION index="0" id="a#0" name="A1" saveState="false" size="9.81" angle="270.0" sizeString="9.81" angleString="270" angleUnit="1" follower="false" />
<ACCELERATION index="1" id="a#1" name="A1" saveState="false" size="9.8" angle="270.0" sizeString="9.8" angleString="270" angleUnit="1" follower="false" />
<FORCE index="0" id="f#0" name="F1" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="100" massObjectId="mp#100" />
<FORCE index="1" id="f#1" name="F2" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="95" massObjectId="mp#95" />
<FORCE index="2" id="f#2" name="F3" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="90" massObjectId="mp#90" />
<FORCE index="3" id="f#3" name="F4" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="85" massObjectId="mp#85" />
<FORCE index="4" id="f#4" name="F5" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="80" massObjectId="mp#80" />
<FORCE index="5" id="f#5" name="F6" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="75" massObjectId="mp#75" />
<FORCE index="6" id="f#6" name="F7" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="70" massObjectId="mp#70" />
<FORCE index="7" id="f#7" name="F8" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="65" massObjectId="mp#65" />
<FORCE index="8" id="f#8" name="F9" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="60" massObjectId="mp#60" />
<FORCE index="9" id="f#9" name="F10" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="55" massObjectId="mp#55" />
<FORCE index="10" id="f#10" name="F11" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="50" massObjectId="mp#50" />
<FORCE index="11" id="f#11" name="F12" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="45" massObjectId="mp#45" />
<FORCE index="12" id="f#12" name="F13" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="40" massObjectId="mp#40" />
<FORCE index="13" id="f#13" name="F14" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="35" massObjectId="mp#35" />
<FORCE index="14" id="f#14" name="F15" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="30" massObjectId="mp#30" />
<FORCE index="15" id="f#15" name="F16" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="25" massObjectId="mp#25" />
<FORCE index="16" id="f#16" name="F17" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="20" massObjectId="mp#20" />
<FORCE index="17" id="f#17" name="F18" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="15" massObjectId="mp#15" />
<FORCE index="18" id="f#18" name="F19" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="10" massObjectId="mp#10" />
<FORCE index="19" id="f#19" name="F20" saveState="false" size="1.0" angle="0.0" sizeString="1" angleString="0" angleUnit="1" follower="false" massObjectIndex="5" massObjectId="mp#5" />
</MODEL>``````

Save this as XXX.settings.fdk:
Code:
``````<?FDK note="saved from application FyDiK2D version: 4.80 20111010 author: (C) 2006 Petr Frantik" ?>
<GUI coordX="0" coordY="0" width="767" height="701" maximized="false" >
<DRAWINGPLANE ratio="0.19108280254777069" shiftX="-18.996815286624226" shiftY="110.0" save="false" showTime="false" />
<VIEWDIALOG coordX="989" coordY="569" visible="true" />
<VISIBILITYDIALOG coordX="764" coordY="233" visible="true" state="10010000001000" />
<SIMULATIONCONTROLDIALOG coordX="768" coordY="2" visible="true" />
<COLORFUNCTIONDIALOG coordX="15" coordY="708" visible="true" show="true" fliped="false" inverted="false" colorFunction="EllipticColorFunction" minimum="-5000.0" maximum="5000.0" minimumString="-5000" maximumString="5000" />
<SPRINGFUNCTIONORGANIZER coordX="951" coordY="86" visible="true" />
</GUI>``````

When you open it up, it should look like this, more or less:

Please don't mind that the linear springs are oriented up and down helter-skelter, it doesn't matter.

The base for the most recent one, which was derived from the hinge in the middle:

Code:
``````<?FDK note="saved from application FyDiK2D" version="4.80 20111010" year="(C) 2006" author="Petr Frantik" ?>
<MODEL name="Model" type="2D" version="4.80 20111010" start="false" exit="false" >
<SIMULATOR time="0.0" timeStep="1.0E-5" method="2" timeSpeed="1.0" fps="25" timeBreak="0.0" />
<MASSPOINT index="0" id="mp#0" name="MP1" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="0.0" initVelocityX="0.0" initVelocityY="0.0" restraintX="true" restraintY="true" massString="1" initCoordXString="0" initCoordYString="0" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="0.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="1" id="mp#1" name="MP1" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="1.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="1" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="1.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="2" id="mp#2" name="MP2" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="2.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="2" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="2.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="3" id="mp#3" name="MP3" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="3.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="3" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="3.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="4" id="mp#4" name="MP4" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="4.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="4" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="4.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="5" id="mp#5" name="MP5" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="5.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="5" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="5.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="6" id="mp#6" name="MP6" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="6.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="6" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="6.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="7" id="mp#7" name="MP7" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="7.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="7" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="7.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="8" id="mp#8" name="MP10" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="8.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="8" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="8.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="9" id="mp#9" name="MP11" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="9.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="9" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="9.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="10" id="mp#10" name="MP12" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="10.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="10" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="10.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="11" id="mp#11" name="MP13" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="11.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="11" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="11.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="12" id="mp#12" name="MP14" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="12.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="12" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="12.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="13" id="mp#13" name="MP15" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="13.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="13" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="13.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="14" id="mp#14" name="MP16" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="14.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="14" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="14.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="15" id="mp#15" name="MP17" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="15.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="15" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="15.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="16" id="mp#16" name="MP18" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="16.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="16" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="16.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="17" id="mp#17" name="MP19" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="17.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="17" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="17.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="18" id="mp#18" name="MP20" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="18.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="18" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="18.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="19" id="mp#19" name="MP21" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="19.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="19" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="19.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="20" id="mp#20" name="MP22" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="20.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="20" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="20.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="21" id="mp#21" name="MP23" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="21.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="21" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="21.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="22" id="mp#22" name="MP24" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="22.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="22" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="22.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="23" id="mp#23" name="MP25" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="23.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="23" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="23.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="24" id="mp#24" name="MP26" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="24.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="24" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="24.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="25" id="mp#25" name="MP27" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="25.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="25" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="25.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="26" id="mp#26" name="MP28" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="26.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="26" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="26.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="27" id="mp#27" name="MP29" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="27.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="27" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="27.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="28" id="mp#28" name="MP30" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="28.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="28" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="28.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="29" id="mp#29" name="MP31" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="29.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="29" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="29.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="30" id="mp#30" name="MP32" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="30.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="30" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="30.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="31" id="mp#31" name="MP33" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="31.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="31" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="31.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="32" id="mp#32" name="MP34" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="32.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="32" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="32.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="33" id="mp#33" name="MP35" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="33.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="33" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="33.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="34" id="mp#34" name="MP36" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="34.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="34" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="34.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="35" id="mp#35" name="MP37" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="35.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="35" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="35.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="36" id="mp#36" name="MP38" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="36.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="36" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="36.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="37" id="mp#37" name="MP39" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="37.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="37" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="37.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="38" id="mp#38" name="MP40" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="38.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="38" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="38.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="39" id="mp#39" name="MP41" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="39.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="39" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="39.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="40" id="mp#40" name="MP42" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="40.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="40" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="40.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="41" id="mp#41" name="MP43" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="41.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="41" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="41.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="42" id="mp#42" name="MP44" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="42.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="42" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="42.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="43" id="mp#43" name="MP45" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="43.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="43" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="43.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="44" id="mp#44" name="MP46" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="44.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="44" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="44.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="45" id="mp#45" name="MP47" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="45.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="45" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="45.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="46" id="mp#46" name="MP48" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="46.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="46" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="46.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="47" id="mp#47" name="MP49" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="47.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="47" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="47.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="48" id="mp#48" name="MP50" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="48.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="48" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="48.0" velocityX="0.0" velocityY="0.0" />
<MASSPOINT index="49" id="mp#49" name="MP51" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" initMass="1.0" initCoordX="0.0" initCoordY="49.0" initVelocityX="0.0" initVelocityY="0.0" massString="1" initCoordXString="0" initCoordYString="49" initVelocityXString="0" initVelocityYString="0" coordX="0.0" coordY="49.0" velocityX="0.0" velocityY="0.0" />
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<ROTATIONALSPRING index="96" id="rs#96" name="RS97" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="96" translationalSpring1Id="ts#96" translationalSpring2Index="97" translationalSpring2Id="ts#97" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="97" id="rs#97" name="RS98" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="97" translationalSpring1Id="ts#97" translationalSpring2Index="98" translationalSpring2Id="ts#98" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ROTATIONALSPRING index="98" id="rs#98" name="RS99" saveState="false" dampingCoef="0.0" massProportional="false" dampingCoefString="0" springFunctionIndex="1" springFunctionId="sf#1" showStressType="0" angle="0.0" mass="0.0" stressModulus="1.0" translationalSpring1Index="98" translationalSpring1Id="ts#98" translationalSpring2Index="99" translationalSpring2Id="ts#99" angleString="0" massString="0" stressModulusString="1" angleInput="1" angleCorrection="true" angleChecked="true" />
<ACCELERATION index="0" id="a#0" name="A1" saveState="false" size="9.81" angle="270.0" sizeString="9.81" angleString="270" angleUnit="1" follower="false" />
<ACCELERATION index="1" id="a#1" name="A1" saveState="false" size="9.8" angle="270.0" sizeString="9.8" angleString="270" angleUnit="1" follower="false" />
<FORCE index="0" id="f#0" name="F1" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="1" follower="false" massObjectIndex="100" massObjectId="mp#100" />
<FORCE index="1" id="f#1" name="F2" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="1" follower="false" massObjectIndex="90" massObjectId="mp#90" />
<FORCE index="2" id="f#2" name="F3" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="80" massObjectId="mp#80" />
<FORCE index="3" id="f#3" name="F4" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="70" massObjectId="mp#70" />
<FORCE index="4" id="f#4" name="F5" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="60" massObjectId="mp#60" />
<FORCE index="5" id="f#5" name="F6" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="50" massObjectId="mp#50" />
<FORCE index="6" id="f#6" name="F7" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="40" massObjectId="mp#40" />
<FORCE index="7" id="f#7" name="F8" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="30" massObjectId="mp#30" />
<FORCE index="8" id="f#8" name="F9" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="20" massObjectId="mp#20" />
<FORCE index="9" id="f#9" name="F10" saveState="false" size="0.0" angle="0.0" sizeString="0" angleString="0" angleUnit="1" follower="false" massObjectIndex="10" massObjectId="mp#10" />
<FORCE index="10" id="f#10" name="F1" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="99" massObjectId="mp#99" />
<FORCE index="11" id="f#11" name="F2" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="98" massObjectId="mp#98" />
<FORCE index="12" id="f#12" name="F3" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="97" massObjectId="mp#97" />
<FORCE index="13" id="f#13" name="F4" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="96" massObjectId="mp#96" />
<FORCE index="14" id="f#14" name="F5" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="95" massObjectId="mp#95" />
<FORCE index="15" id="f#15" name="F6" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="94" massObjectId="mp#94" />
<FORCE index="16" id="f#16" name="F7" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="93" massObjectId="mp#93" />
<FORCE index="17" id="f#17" name="F8" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="92" massObjectId="mp#92" />
<FORCE index="18" id="f#18" name="F9" saveState="false" size="1000.0" angle="0.0" sizeString="1000" angleString="0" angleUnit="0" follower="false" massObjectIndex="91" massObjectId="mp#91" />
</MODEL>``````

Code:
``````<?FDK note="saved from application FyDiK2D version: 4.80 20111010 author: (C) 2006 Petr Frantik" ?>
<GUI coordX="0" coordY="0" width="767" height="701" maximized="false" >
<DRAWINGPLANE ratio="0.19108280254777069" shiftX="-15.175159235668813" shiftY="110.0" save="false" showTime="false" />
<VIEWDIALOG coordX="989" coordY="569" visible="true" />
<VISIBILITYDIALOG coordX="764" coordY="233" visible="true" state="10010000001000" />
<SIMULATIONCONTROLDIALOG coordX="768" coordY="2" visible="true" />
<COLORFUNCTIONDIALOG coordX="15" coordY="708" visible="true" show="true" fliped="false" inverted="false" colorFunction="EllipticColorFunction" minimum="-5000.0" maximum="5000.0" minimumString="-5000" maximumString="5000" />
<SPRINGFUNCTIONORGANIZER coordX="951" coordY="86" visible="true" />
</GUI>``````

There are forces spaced every 10th point also, though they won't be visible when you open the project because they're set to zero. They can still be selected by dragging the mouse across the area where they are. Only the constraint at the bottom is placed in this file.

The app is a little funky, particularly the interface. Takes some getting used to. These files should be enough to jumpstart any effort.

I've never been able to get the brittle springs to function in a useful way for me; probably my ignorance, but I never invested the time to learn since I don't use the existing app under those conditions - or else accept the burden of breaking connections manually where realistic fracture isn't important.

It excels where a 2D elastic mass-spring-damper model is suitable.

BAM!

60 m/s, haha.

This is the well known dog ball 'chucker' principle of course. Australian aboriginals also used a woomera spear chucker like this. It requires a specific and well timed 'flick' action to make it effective though. Abesent that, what happens is much like the 'backwards' break, half or a third of the way down, when a brick built chimney that is being felled. As here :-

As angular velocity increases at a constant rate, rather than a terminal 'flick', the connections to the upper part breaks backwards, and do not fling it forwards at a higher rate. Did a 'flick' like that happen in some instances in the various section peelings ? Is this why we see most of the sections act like a falling chimney, but some act like a ball thrower.

Its also not clear from your excellent animation over the part where the upper portion breaks free. It must start off fixed or it wouldn't follow the lower portion, but later breaks free without losing momentum, in fact it gains velocity, ball chucker style. The upper part of the chimney breaks free too, but doing that causes it to lose velocity, not gain it, as energy is expended to allow the break. Would it be possible for you to elaborate on this apparent anomoly for me please.

Hitstirrer, I would guess tghat OWE's "Bam!" sim was just a game where he gave the toppling wall a lot of initial angular momentum, then cut off the top. Simulating low explosives / propellants?

Thanks OWE and Mike West for the food for thought!

There is no way to explode a large steel beam separating it from the facade panels or one of the 36' columns of the core. The other possibilities are steel from the hat truss or lateral bracing steel from inside the core or perhaps a section of the belt girder supporting the OOS floor at core side. The only steel that seems remotely a candidate for spring off would be steel beam from the hat truss.

A single anomaly does not make the case for explosive controlled demolition but rather for a study of how steel frames come apart under severe stress.

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Stand by.

Thanks, although it will be tomorrow before I can look at them. Long Memorial Day here.
[And now it's tomorrow, I forgot to hit "Post Reply"]

I liked the ejection calculations. But why is it needed to assume small parts eject with incredible speed? If you fire a gun the bullit goes fast and the gun the mass ratio slower. But if you have a cannon and a ball two relatively heavy objects move. If explosives were used they were used for the core which is deep inside the building. At the outside it looks relatively Verinage-like except the ejections. I have to admit that not much information about Verinage is available. It starts in the middle for completely stripped concrete structures and falls mainly into its footprint. If the ejections are "too heavy" I would assume the ejections are no direct consequence of outside explosives but simply a consequence of conversation of momentum in the (x,y) plane caused by isolated, shielded and damped explosives deep inside the core.

The question then is how much is needed?

On the one hand, as already suggested in this thread then really really heavy explosives are needed. On the other hand the Verinage-at-the-top theory for the WTC implies no explosives at all and if you believe explosives is a stupid thought by some fools and gravity can explain everything then a good working theory should be made. Not simply suggesting HVAC explains it or air pressed out by collapsing floors or by ROOSD. As long as we have no proper quantitative data nothing can be said about it.

This is the well known dog ball 'chucker' principle of course. Australian aboriginals also used a woomera spear chucker like this.
I've been thinking atl-atl thoughout this exercise! We all have some intuition about this deep in our genes. Apparently my intuition isn't as well-honed as I thought.

Its also not clear from your excellent animation over the part where the upper portion breaks free. It must start off fixed or it wouldn't follow the lower portion, but later breaks free without losing momentum, in fact it gains velocity, ball chucker style. The upper part of the chimney breaks free too, but doing that causes it to lose velocity, not gain it, as energy is expended to allow the break. Would it be possible for you to elaborate on this apparent anomoly for me please.
As Oystein said, it was a joke, not to be taken seriously. There is a large force applied to the top - which is initially attached normally - which acts for 200ms, then is removed and the piece simultaneously detached manually at that time. Both parts acquire the angular momentum together, then the piece flies off and the rod continues to rotate.

Wouldn't explosive charges SHRED the facade into pieces? How did these explosions pulverize everything, yet large steal beams are in one piece. Could strategically placed charges accomplish that?

Yes, the metal would fracture into fragments of all sizes, flying away at 6-8000 m/s as primary frag. Secondary frag would be the immense amount of glass shooting through the air and falling on people and buildings for hundreds of yards, not to mention smashing out the windows of nearby buildings. This is why demolition companies go to so much trouble to sheath the sections they are cutting and remove the windows in advance like this:

It seems this is not the case though on 9/11.

As Oystein said, it was a joke, not to be taken seriously.

Apologies for my temporary sense of humour by-pass.

But you see, that animation is exactly what a lot of people imagine to be the true explanation for the high speed ejections of free flying steel, trailing smoke/dust, measured by Chandler et al. The tipping/peeling theories rely on such a high energy initiation, and then the breaking away of the tip at exactly the moment that is needed to cause it to fly away, alone, at high speed. That is why many others find that explanation to be a joke, as you have just shown.

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