I forgot to add context as to why I talk about Portal’s physics for so long in the intro, since that is a remnant of an earlier script draft, but essentially, the VPhysics Engine was seen as really impressive and lended itself nicely to use in classrooms. Oh, and by the way… Join My Discord! - discord.gg/BkppBd7 Follow My Twitter! - twitter.com/OssyFlawol Support My Patreon! - www.patreon.com/OssyFlawol
Bro. When you are recording your voice, make an effort not to mumble and not to drop syllables. And if you do, record again and talk SLOWLY and focus on TALKING. If you dont hear your own mumbling in your audiorecordings, try to slow them down and listen to them in slow motion. Sometimes you drop entire words. I dont understand half of it.
Well, I guess this is the part where he kills us Hello! This is the part where I kill you CHAPTER 9: THE PART WHERE HE KILLS YOU Achievement Unlocked: The Part Where He Kills You *this is that part*
The chapter in Portal 2 known as "The Part Where He Kills You" is brilliant in its' design. Chell, the protagonist, is sent onto a stray platform, with the game indicating the chapter's name previously mentioned, and having the now-antagonist, Wheatley, broadcast himself to massive screens, declaring "Hello! This is the part where I kill you.", with former antagonist, GLaDOS, strapped to Chell's Portal Gun after Wheatley took control of the facility, stating that this is "the part where he kills you". The game also grants the player an achievement, "The Part Where He Kills You". This set-up is an example of a comedic event, where everyone and everything is declaring this as "the part where he kills you". This set-up gets a payoff, with Chell immediately breaking out of Wheatley's traps with the Portal Gun, and Wheatley trying to find Chell and GLaDOS (now known as PotatOS) referencing the beginning of the game, where Chell and Wheatley escape and GLaDOS is looking for them.
Chapter 9 of Portal 2, aptly titled "The Part Where He Kills You," stands as a pivotal moment in both narrative and gameplay within the acclaimed video game developed by Valve Corporation. Released in 2011, Portal 2 continues the story of Chell, a test subject navigating the Aperture Science Enrichment Center, guided (or rather, antagonized) by the artificial intelligence GLaDOS. The chapter begins with Chell confronting Wheatley, a personality core who has taken control of the facility from GLaDOS. Wheatley, characterized by his well-meaning yet incompetent demeanor, leads Chell through a series of increasingly perilous puzzles and challenges. This culminates in a dramatic turn of events where Wheatley's desire for power and control leads him to betray Chell in a moment of shocking betrayal. The title "The Part Where He Kills You" foreshadows a grim fate for Chell, teasing the player with the idea of imminent danger. However, true to Portal's inventive storytelling, the chapter subverts expectations. Instead of a direct confrontation with death, the phrase refers to a comedic series of events where Chell narrowly escapes perilous situations orchestrated by Wheatley's misguided attempts at grandiosity. The brilliance of Chapter 9 lies in its narrative tension and gameplay innovation. As Wheatley attempts to outwit Chell, players must navigate through increasingly elaborate traps and obstacles, relying on their wits and problem-solving skills honed throughout the game. This chapter exemplifies Portal 2's signature blend of puzzle-solving and storytelling, where each challenge not only tests the player's abilities but also advances the plot in unexpected ways. Moreover, "The Part Where He Kills You" showcases Valve's mastery in blending humor with suspense. The darkly comedic tone of the chapter, underscored by Wheatley's bumbling arrogance and GLaDOS's sharp wit, provides moments of levity amidst the intense gameplay. This balance of tension and humor not only enhances the player's engagement but also deepens the emotional connection to the characters and their evolving dynamics. Beyond its immediate narrative impact, Chapter 9 serves as a critical turning point in Portal 2's overarching story. It marks the transition from Wheatley's brief and tumultuous reign to GLaDOS's return as the primary antagonist. This shift not only recontextualizes the player's objectives but also sets the stage for the game's climactic final act, where Chell must confront GLaDOS in a battle of wits and determination. In conclusion, "The Part Where He Kills You" is a standout chapter within Portal 2, exemplifying the game's narrative depth, inventive gameplay, and memorable character interactions. Through its blend of humor, suspense, and strategic challenges, this chapter not only entertains but also immerses players in a world where every puzzle solved and every plot twist uncovered contributes to an unforgettable gaming experience.
@@projectx-1368 Are you talking about Thinking With Time Machine? Or Portal Reloaded? Or is there a newer one I didn't know about? Because those are GREAT games, but I think what I had in mind was more along the lines of like, being able to freeze projectiles in time, then place a portal in one location, 'play' physics, and basically allow you to sequentially solve a puzzle using portal placement and sequential changes in time. If Thinking with Time Machine does that then I may not have actually fully played the game and gotten to that point
So, I actually remember playing this version in school! I was in the STEM program at my middle school so it made perfect sense. It was actually what got me interested in Portal in the first place. I don’t remember it too much, but I remember being able to play maps that my classmates made.
It's such a cool thing, folks. 2022 has been the year of Portal without even the slightest question. Catch the action as it happens live, people! We're livin in history!
the re-enabled pings are most likely used to critique the student's level and point out which parts are good, bad, confusing, and REALLY confusing by simply pointing out the exact things that they are talking about
I played this years ago when I was nearly done with school. I convinced a teacher to apply for the programme so we could get a copy. I didn't get much of a try with everything, maybe only half an hour, but I swear the contraption button was working when I played it.
HOLY SHIT. My mom's a teacher (elementary school though so probably doesn't have a whole lot of practical use for this unfortunately) but this is still so RAD. That physics pause mechanic looks legit awesome and would be amazing to see in a full fledged mod. Maybe a mod that somehow ports the Educational Version's unique features like the Contraption Cube over as a mod for base Portal 2 along with a full campaign/mini-campaign featuring the different versions of the Contraption Cube, etc. Call it the Aperture Science Reeducation Enrichment Initiative. Have a Companion Cube version of the Contraption Cube called the Companion Contraption Cube or the "C-Cubed Cube". Lot of fun possibilities.
10:12 - There's a convar "contraption_cube_test 1" that does something with the lightmeter, if you enable picker and ent_text on the cube there's something that says "signal strength:" when the convar is set to 1 the signal strength goes higher and lower, the light on the cube going round seems to reflect this. When the convar is 0, the signal strength is 0 and there is no light. You can also use ent_text on the contraption cube button type and you can see this also has signal strength, it is always zero until you put the contraption cube on it and the convar is 1. It also glows red when there's signal, the brighter the red, the stronger the signal is. If the convar is 0 then there is no signal strength and it does not glow red.
Pff, the fact that cubes fall slower as they get lighter goes against physics. Because they both have the same air resistance (as identical cubes) they should fall the same speed.
a hammer made of cardboard falls slower than a hammer made of iron because of air resistance. The game follows the rules of physics if only a bit exaggerated.
@@EPeters208 Yes, but this is supposed to be an educational program. This could teach the wrong lesson. It should have a drag coefficient scale or something instead. I get that it doesn't matter in real life, but still
Eh, not quite. You are correct in that gravity should apply the same downwards acceleration, and the shape factors and cross-sectional areas of the cubes are the same across the board. However, the differently weighted cubes won’t have the same air resistance profiles if graphed over time. Air resistance is roughly proportional to the square of velocity, so the faster a cube falls, the more air resistance it gets. The lighter cubes have less force acting downwards, but the same large shape factor, so they’re quicker to hit their terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently. The heaviest ones frankly shouldn’t even hit their terminal velocity unless you make an incredibly tall chamber. If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time. It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity. In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area with the only variable being mass, so it appears that it’s purely weight that causes the behavioral differences.
No, Source simulates air density. If they were in a vacuum, yes they would fall at the same speed. But, a sheet of paper on earth falls slower than a book for a reason.
4:57 wait, physics doesn't work like this, acceleration is not affected by weight, if we ignore air friction. They have greater force but not speed because acceleration of free-falling is constant (sorta) for every object
yeah I was confused too, Galileo proved weight doesn't affect speed, air resistance does. so its kind of odd that they didn't take this into consideration when making a classroom version of portal
@@adamx9065 they should've had the weight affect nothing, and have it as a demonstration that weight doesn't affect velocity, or replaced it with wind resistance
I remember accidentally discovering the Feedback Ping Tool during Portal 2 CooP a few years ago. It's still in Portal 2, but it will softlock you in Singleplayer as you're not supposed to use the ping tool in Singleplayer at all.
@@CreeperOnYourHouse I know, I was just jokingly making a Limmy's show reference. If you don't get what I'm referencing just look up is steel heavier than feathers.
Ok. Am I losing it? The very first thing I was taught in pyshics class was that no matter the weight; all objects fall at the same speed only thing changing its speed are things like air resistance. I'm curious as to why the cubes function the way they do in this knowing that.
Damn I remember I’m elementary & middle school I was OBSESSED with all things portal after watching Portal 2. While trying to incorporate Portal into my school project I stumbled upon the Teach with Portals website and sample lesson PDF and thought it was the coolest thing ever. Great to see it’s been unearthed by the public to play with!
4:59 isn't this wrong? i always learned that gravity is dependant on mass and not weight. A 1kg ball should fall at the same speed as a 10 kg ball (no blame to the video btw) am i getting something wrong?
Oh man, I wish they taught portal in physics class when i was still in school instead of….whatever the hell we were taught, i could barely keep up and I don’t remember much. It also seems like a great visual learning tool for how physics work
in high school physics we learned that weight doesnt affect fall speed, only fall force, why does having a lighter contraption cube make it fall slower?
You are correct in that gravity will apply the same downwards acceleration, but the differently weighted cubes fall at different rates due to air resistance, which is related to the shape factor and cross-sectional area the air is acting against. The lighter cubes have less force acting downwards, but the same large shape factor, so it’s quicker to hit its terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out, so it stays at that speed for the remainder of the fall). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently. If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time. It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity. In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area, so it appears that it’s purely weight that causes the behavioral differences.
@@BenevolentBratwurst thank you, tbh im mostly confused cause of how JURASTIC the difference is lol, and yeah ur right it is the game implying its the weight as well
i actually hate that the contraption cube at different weights displays different falling speeds, gravity applies to all weight the same, everything falls towards earth at the same rate, the only thing that prevents anything from falling at the same rate as anything else is buoyancy, drag, and air resistance, and since these cubes do not appear to have sacks of helium in them they should not have any buoyancy, and since they experience no friction by default, they should all ignore air resistance and drag and fall at the same rate. Like normally this is a non-complaint and i'd be a total loser for making this comment but come on this is the education edition, if you wanna teach physics, teach it accurately.
Agreed. If this was meant to be used to teach physics, that has the potential to be extremely problematic and confusing for students. It's such a weird feature to include, especially since they would've had to specifically program it to go against the actual physics engine. As mentioned, Source uses Havok physics, which I guarantee by default simulates all things falling at the same speed regardless of weight, as it should.
@@SamMaddie2 source absoloute does simulate things this way, i.e. all objects falling at the same rate, so yeah they did explicitly have to go out of their way to program this.
@@lucjanl1262so you can experiment with physics in a classroom setting.... the cubes arent meant to be used in lieu of other things with the set propeties like a piece of paper or a block of ice
I always thought an in-game way of stopping or slowing down/speeding up physics props would be an interesting mechanic for a potential HL3 or Portal 3, so it's really cool to see it at work here! The dynamically changing cubes are also really cool. I bet the contraption button would've needed a specific amount of force applied to it in order to activate, which would need to be calculated using the weight and velocity of the cubes. Not really sure how something like elasticity would've been used in puzzles though.
very weird that the Contraption Cube's weight affects it's falling speed, as this is not the case in real life. i dont understand why such fundamental thing is wrong, in a gamemode thats meant for education!
Air resistance. Mass does not affect the rate it falls in a vacuum, but in atmosphere it does affect the object's ability to overcome friction with the air.
@@poke548 Yeah but not this noticeable though. Did you see the 1 kg cube basically hanging in mid air? That's not how it works, even with air resistance.
@@poke548 the cross sectional area of these objects is fairly similar. you wouldn't observe such a huge difference in acceleration in reality. they obviously calculated it based on the mass.
This is a feature called "jigglebones", which is used in various places across Source games. Elsewhere in regular Portal 2, both coop bots have an antenna which uses it to make them wriggle as you move around.
well, I am guessing the fat jokes would be taken out, the drowning in the game would be gone (for being to violent), GlaDOS would prob be WAY nicer so students wouldn't get offended, oh and the music would mostly be canceled out to lessen intensity of the game play.
@@DenD3de theres actually a worksheet that literally makes references glados making fun of chell's weight media.discordapp.net/attachments/642090762422714420/1000228655273889823/unknown.png
So my mom is an occupational therapist and also has beef with the German education system since thirteen and a half years (OdD tHaT tHiS iS hOw LoNg I WeNt To ScHoOl By NoW rIgHT?2?)and in order for being on the newest scientific basis for properly doing her job. In order of one of that researches she found out about how Minecraft is used in Swedish and Finnish schools and how portal was planned to be used in schools in America and she read that article and called me like 15 times and after me not replying to her calls because as always I didn't notice she came running upstairs excited asf like OMG DID YOU KNOW THEY USE THESE GAMES YOU LIKE IN SCHOOLS? This was a certified mother doughter moment. It's one of these wholesome memorys you randomly think of and then you feel better for the rest of the day. (Or the night in my right now case what the fuck how is it one am already) She told me all she read in the article and actually read some parts to me and I was like I knew that already but I was actually not sure if I wanna say that for a sec cause I didn't wanna ruin that moment, so I said it in a "in but this is so cool right?" Way like I was actually fascinated of it, because I was when I found out too.
it's kinda cool that the contraption button almost looks like a CPU socket. I'd imagine the intended use was for you to set the required weight to activate it or something? would be really cool to see it figured out and fully restored at some point but I know that's probably never going to happen
As a fan of Portal 2 and its chamber editor, I am so fascinated by this version. It would be nice if someone could port the Commentary Node, new cube, and all the Edu-Exclusive features into the Level Editor for Portal 2, yeah I know there isn’t really a reason since its useless to be in Base Portal 2, but it would be nice to mess around with this content
Honestly, I feel like having the contraption Cube would be a very useful tool. I mean yeah we have the orange and blue gels which kind of do the same thing, but you can't combine their effects
Air resistance isn't really the same thing as sliding friction. Regardless of how smooth/slippery the cube is, it still needs to push all the air molecules in front of it out of the way. This slows the fall acceleration.
@@adamx9065 the cross sectional area of these objects is fairly similar but the acceleration is drastically different and unrealistic. they obviously calculated it based on their mass.
Only in a vacuum. For example a feather would fall much slower than a hammer here on Earth, but if dropped on the moon they would both hit the ground at the exact same time. Because there is no air resistance.
to be fair they probably were thinking of how air resistance would effect the cube when irl it would be negligible at best especially for the heights you'd be using in game
@@MisterLambda A feather falls slower because of its shape and aerodynamics, not because of its weight. When learning physics at school you don't learn air resistance, you learn to calculate without it, because it makes physics very complicated for students, you only learn this if you go to physics college, take a 2 kg wooden sphere and a 6 kg metal sphere, both being exactly the same, the only difference being weight and material, they will fall at the same time. You can't compare a feather and a hammer, it's like comparing a circle and a triangle, they're totally different things, and the video shows practically equal cubes falling. Yes, the game's cubes would (probably) fall more slowly, because instead of the cube being entirely the same, the sphere increases as the weight increases, but it's not because of the weight, but because of the shape, and I mentioned that this "probably" happens, since I didn't get a degree in physics, and the cubes wouldn't fall that more slowly on a lower weight.
Forgot to watch this earlier, but I've been enjoying your research on Portal, I've always had an interest, but I'm not really one for digging into this kind of thing, cars and airplanes are where my knowledgebase exceeds, but watching someone else find something about your favorite game, is pretty cool too! :)
Nice videos! I came from the motion pack video. All of the videos catch my attention and make me want to watch the whole thing. They are even still entertaining if I’m doing something else or going audio only. I certainly heard some spots in the motionpack video where you stuttered or some words were unintelligible but no human is perfect. Keep up the grind!
The contraption button was most likely intended to be set to only trigger when a contraption cube of a certain weight was placed on it, (i.e. a button set for 69 kg would require a 69 kg cube or heavier to activate).
ive been out of my game since its been a bit too long since ive recorded myself speaking, so i’m having to relearn controlling my speaking voice - or basically yea i’ll be putting subtitles up soon as i’ve planned
4:50 yeah but the speed of a body in free fall does not depend on its mass, but only on the acceleration of the gravitational field to which it is subjected (in the case of the Earth) So the fact that the cube more light falls slower doesn't make any sense
It's interesting how hard it is to officially access Portal 2 EV, like why not also make it available publicly as like DLC for the base game? Anyone can go out and buy the latest version of Jumpstart or Mavis Beacon, so why make this impossible to play with the exclusive puzzle maker stuff outside of a classroom that uses it's curriculum specifically?
Look into the razer hydra version, or also known as the sixense perpetual pack. It actively allows for portals to be moved around with the use of the aforementioned device, which essentially is a predecessor to current vr motion controls, though the technology used in hardware isn't the same, and there's also a camera that was adapted to use the same portal version as was used with the hydra, though reviewers from when it was released did not seem to care for it. Having player the pack with the right hardware, it is quite good. Actually, I prefer it to playing with m+kb or traditional controllers. Moving portals around never feels wrong and it is more of a step up.
if i were to guess, the contraption buttons coud have had planned functionality that makes it so they could only be pressed down with a specific weight of cube, making it so you had to find the matching cube for the button
teory: the contraption button was going to be a button where you set a weight and only contraption cubes with that weight or more could press that button
I would imagine the new button added was probably weight sensitive, judging by the fact they added a cube with a weight variable. By the way, I really like that puzzle you showed at the end of the video.
10:10 The lightmeter on the cube actually isn't unused! I tried this version out for myself (after checking it for viruses, which it had none of) and when the cube went through portals at high speeds, I noticed it lit up a bit more.
Why would weight affect the fall speed of contraption cubes? That's not how physics works. Tower of Pisa, Galileo drops balls of different weight and they fall at the same speed. Fall speed is affected by air resistance, so shouldn't the cube deploy a little parachute or something if you want to confugure it's descent speed? Why are they teaching a blatantly inccorect model of physics if this is meant to be educational? Otherwise this is very cool.
You are correct in that gravity will apply the same downwards acceleration, but the differently weighted cubes fall at different rates due to air resistance, which is related to the shape factor and cross-sectional area the air is acting against. The lighter cubes have less force acting downwards, but the same large shape factor, so it’s quicker to hit its terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out, so it stays at that speed for the remainder of the fall). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently. If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time. It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity. In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area, so it appears that it’s purely weight that causes the behavioral differences.
“Hello, and again, welcome to the Aperture Science Educational Physics Simulation Initiative. The physics elements are digitally simulated, in order to offer the experience regardless of physical proximity to official Aperture test chambers, but we are working on supervised physical test courses in order to test the top-performing students.”
i think the contraption button was supposed to get set a weight to hold and if that button gets a cube with the weight you set or higher it will activate but if the weight is lower it wont work
Love your videos. I've been through speech therapy as a child since 4th grade so I know speaking, especially publicly can be difficult. If you flub a line in your script; please just redo it until it sounds fluid. It seems you need friends that ball bust you at least a little to help squeeze your highest potential out of you. Keep it up, just focus on your presentation God bless!
I do have an untreated speech impediment that I’ve been trying to work through resolving my whole life (with not much success) wherein I can’t process how fast I’m going and end up slurring syllables together, specifically my impediment is “Cluttering” - www.stutteringhelp.org/cluttering - and trust me when I say that I know what I’m doing when the audio is edited together on this video, there are lines here that are the best takes out of 10 attempts to read a sentence, it’s just incredibly difficult to judge how fast I’m speaking even when listening back on recorded audio due to the fact my brain’s basically adapted to it. On videos where it’s especially bad and noticeable (such as this one, since I’ve fallen out of practice of my “recording voice”), I always add subtitles to try alleviate it.
@@OssyFlawol Thank you so much for adding the subtitles seriously, I already have alot of trouble focusing on "standard" noncluttery speech, so for listening to something like this it's an absolute must for me. I wish you luck in hopefully improving your condition in the future!
I do remember that existing and how you could apply to get it, according t my memory it was planned to have a "free release"? it was so long ago. just did not imagined it was abandonware, well I never heard of it again, however it did sounded more finished when I first read about it. And the idea is not bad, a have seen people use game to teach concepts or even a XKCD comic were Randall suggest that after KSP he finally learned orbital mechanics.
I forgot to add context as to why I talk about Portal’s physics for so long in the intro, since that is a remnant of an earlier script draft, but essentially, the VPhysics Engine was seen as really impressive and lended itself nicely to use in classrooms. Oh, and by the way…
Join My Discord! - discord.gg/BkppBd7
Follow My Twitter! - twitter.com/OssyFlawol
Support My Patreon! - www.patreon.com/OssyFlawol
Thanks. I knew about this but this told me more.
just tell who gives that link
Yoo, Ossy Flawol cut content!
Plz help the beta portal server wont lwt me say anything
Bro. When you are recording your voice, make an effort not to mumble and not to drop syllables. And if you do, record again and talk SLOWLY and focus on TALKING.
If you dont hear your own mumbling in your audiorecordings, try to slow them down and listen to them in slow motion. Sometimes you drop entire words. I dont understand half of it.
Imagine having to write an entire essay on “the part where he kills you”
Well, I guess this is the part where he kills us
Hello! This is the part where I kill you
CHAPTER 9:
THE PART WHERE HE KILLS YOU
Achievement Unlocked:
The Part Where He Kills You
*this is that part*
The chapter in Portal 2 known as "The Part Where He Kills You" is brilliant in its' design. Chell, the protagonist, is sent onto a stray platform, with the game indicating the chapter's name previously mentioned, and having the now-antagonist, Wheatley, broadcast himself to massive screens, declaring "Hello! This is the part where I kill you.", with former antagonist, GLaDOS, strapped to Chell's Portal Gun after Wheatley took control of the facility, stating that this is "the part where he kills you". The game also grants the player an achievement, "The Part Where He Kills You". This set-up is an example of a comedic event, where everyone and everything is declaring this as "the part where he kills you". This set-up gets a payoff, with Chell immediately breaking out of Wheatley's traps with the Portal Gun, and Wheatley trying to find Chell and GLaDOS (now known as PotatOS) referencing the beginning of the game, where Chell and Wheatley escape and GLaDOS is looking for them.
@@kellymountainthe teacher:You forgot to mention the spike plate and its creation. B+
Well I guess this is the part where he kills you
Chapter 9 of Portal 2, aptly titled "The Part Where He Kills You," stands as a pivotal moment in both narrative and gameplay within the acclaimed video game developed by Valve Corporation. Released in 2011, Portal 2 continues the story of Chell, a test subject navigating the Aperture Science Enrichment Center, guided (or rather, antagonized) by the artificial intelligence GLaDOS.
The chapter begins with Chell confronting Wheatley, a personality core who has taken control of the facility from GLaDOS. Wheatley, characterized by his well-meaning yet incompetent demeanor, leads Chell through a series of increasingly perilous puzzles and challenges. This culminates in a dramatic turn of events where Wheatley's desire for power and control leads him to betray Chell in a moment of shocking betrayal.
The title "The Part Where He Kills You" foreshadows a grim fate for Chell, teasing the player with the idea of imminent danger. However, true to Portal's inventive storytelling, the chapter subverts expectations. Instead of a direct confrontation with death, the phrase refers to a comedic series of events where Chell narrowly escapes perilous situations orchestrated by Wheatley's misguided attempts at grandiosity.
The brilliance of Chapter 9 lies in its narrative tension and gameplay innovation. As Wheatley attempts to outwit Chell, players must navigate through increasingly elaborate traps and obstacles, relying on their wits and problem-solving skills honed throughout the game. This chapter exemplifies Portal 2's signature blend of puzzle-solving and storytelling, where each challenge not only tests the player's abilities but also advances the plot in unexpected ways.
Moreover, "The Part Where He Kills You" showcases Valve's mastery in blending humor with suspense. The darkly comedic tone of the chapter, underscored by Wheatley's bumbling arrogance and GLaDOS's sharp wit, provides moments of levity amidst the intense gameplay. This balance of tension and humor not only enhances the player's engagement but also deepens the emotional connection to the characters and their evolving dynamics.
Beyond its immediate narrative impact, Chapter 9 serves as a critical turning point in Portal 2's overarching story. It marks the transition from Wheatley's brief and tumultuous reign to GLaDOS's return as the primary antagonist. This shift not only recontextualizes the player's objectives but also sets the stage for the game's climactic final act, where Chell must confront GLaDOS in a battle of wits and determination.
In conclusion, "The Part Where He Kills You" is a standout chapter within Portal 2, exemplifying the game's narrative depth, inventive gameplay, and memorable character interactions. Through its blend of humor, suspense, and strategic challenges, this chapter not only entertains but also immerses players in a world where every puzzle solved and every plot twist uncovered contributes to an unforgettable gaming experience.
I'm surprised not a lot of people discuss this version of Portal 2, especially considering all the unique assets made for it.
obsolete
Using physics time control as a gameplay mechanic would make for an EXCELLENT mod.
Who’s gonna tell him
@@projectx-1368 Are you talking about Thinking With Time Machine? Or Portal Reloaded? Or is there a newer one I didn't know about? Because those are GREAT games, but I think what I had in mind was more along the lines of like, being able to freeze projectiles in time, then place a portal in one location, 'play' physics, and basically allow you to sequentially solve a puzzle using portal placement and sequential changes in time.
If Thinking with Time Machine does that then I may not have actually fully played the game and gotten to that point
@@mooney003 Punt
@@callmekitty6742 nah, CU-
So, I actually remember playing this version in school! I was in the STEM program at my middle school so it made perfect sense. It was actually what got me interested in Portal in the first place. I don’t remember it too much, but I remember being able to play maps that my classmates made.
Wait did the contraption button work?
@DrPeeper I imagine it to maybe be like only activated on a certain amount of weight or something like that
It's such a cool thing, folks. 2022 has been the year of Portal without even the slightest question. Catch the action as it happens live, people! We're livin in history!
why?
why?
@@Blutankalpha new findings and the Switch Companion Collection
why?
@@badcatalex Oh yeah...
my favourite part is when Ossy Flawol says ''It's flawolin' time'' and flawols all over the place
Puss Bobby
the re-enabled pings are most likely used to critique the student's level and point out which parts are good, bad, confusing, and REALLY confusing by simply pointing out the exact things that they are talking about
I played this years ago when I was nearly done with school. I convinced a teacher to apply for the programme so we could get a copy. I didn't get much of a try with everything, maybe only half an hour, but I swear the contraption button was working when I played it.
HOLY SHIT. My mom's a teacher (elementary school though so probably doesn't have a whole lot of practical use for this unfortunately) but this is still so RAD.
That physics pause mechanic looks legit awesome and would be amazing to see in a full fledged mod. Maybe a mod that somehow ports the Educational Version's unique features like the Contraption Cube over as a mod for base Portal 2 along with a full campaign/mini-campaign featuring the different versions of the Contraption Cube, etc.
Call it the Aperture Science Reeducation Enrichment Initiative. Have a Companion Cube version of the Contraption Cube called the Companion Contraption Cube or the "C-Cubed Cube". Lot of fun possibilities.
Ngl this would be one of those mods if even pay for like that one mod i cant rember the name. I think it's mell OR tag have Both Both are fun
@@ThePoptardedtj Aperture Paint Tag is paid. Portal Stories: Mell is free
@@shadowsnstars ah tanks
"C-Cubed Cube" sounds so beautifully Valve.
The stop of time to solve puzzles sounds a lot like the F-Stop concept valve had in mind after portal 2
before portal 2
10:12 - There's a convar "contraption_cube_test 1" that does something with the lightmeter, if you enable picker and ent_text on the cube there's something that says "signal strength:" when the convar is set to 1 the signal strength goes higher and lower, the light on the cube going round seems to reflect this. When the convar is 0, the signal strength is 0 and there is no light.
You can also use ent_text on the contraption cube button type and you can see this also has signal strength, it is always zero until you put the contraption cube on it and the convar is 1. It also glows red when there's signal, the brighter the red, the stronger the signal is. If the convar is 0 then there is no signal strength and it does not glow red.
Dig your pfp! This might be the first time I've seen anything Blade Kitten in the wild.
Pff, the fact that cubes fall slower as they get lighter goes against physics. Because they both have the same air resistance (as identical cubes) they should fall the same speed.
a hammer made of cardboard falls slower than a hammer made of iron because of air resistance. The game follows the rules of physics if only a bit exaggerated.
@@EPeters208 Yes, but this is supposed to be an educational program. This could teach the wrong lesson. It should have a drag coefficient scale or something instead. I get that it doesn't matter in real life, but still
Eh, not quite. You are correct in that gravity should apply the same downwards acceleration, and the shape factors and cross-sectional areas of the cubes are the same across the board. However, the differently weighted cubes won’t have the same air resistance profiles if graphed over time.
Air resistance is roughly proportional to the square of velocity, so the faster a cube falls, the more air resistance it gets. The lighter cubes have less force acting downwards, but the same large shape factor, so they’re quicker to hit their terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently. The heaviest ones frankly shouldn’t even hit their terminal velocity unless you make an incredibly tall chamber.
If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time.
It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity.
In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area with the only variable being mass, so it appears that it’s purely weight that causes the behavioral differences.
@@BenevolentBratwurst This is possibly the best YT comment I've ever seen. Polite, well written, long-form (for a comment) and educational. Damn
No, Source simulates air density. If they were in a vacuum, yes they would fall at the same speed. But, a sheet of paper on earth falls slower than a book for a reason.
4:57 wait, physics doesn't work like this, acceleration is not affected by weight, if we ignore air friction. They have greater force but not speed because acceleration of free-falling is constant (sorta) for every object
yeah, what the heck?
it is not a constant free fall acceleration, terminal velocity is constant
yeah I was confused too, Galileo proved weight doesn't affect speed, air resistance does. so its kind of odd that they didn't take this into consideration when making a classroom version of portal
Right?! Such a bizarre thing to get wrong on something that's supposed to be an educational tool.
@@adamx9065 they should've had the weight affect nothing, and have it as a demonstration that weight doesn't affect velocity, or replaced it with wind resistance
I remember accidentally discovering the Feedback Ping Tool during Portal 2 CooP a few years ago.
It's still in Portal 2, but it will softlock you in Singleplayer as you're not supposed to use the ping tool in Singleplayer at all.
I usually just restarted the whole game itself, for whatever reason only restarting the map won’t work.
I'm disappointed that the lighter cubes fall slower, but some of it makes sense. 1kg for something so big? Effectively a feather.
But.... Feathers are lighter than steel. :P
@@chrisfratz weight vs surface area.
@@CreeperOnYourHouse I know, I was just jokingly making a Limmy's show reference. If you don't get what I'm referencing just look up is steel heavier than feathers.
It was explained somewhere else that this is actually correct.
This is so cool! I never knew about this version. I really wish the new testing elements in this were in the base game.
This is absolutely great. For us stem teacher having access for this kind of resources is a treasure.
Unfortunately Valve ended the Steam for Schools program some years ago and there's no current way to gain access to it.
Leagaly of course
I wonder if the light ring on the cubes is related to the missing cube button
4:48 lighter things don't actually fall any slower, weird that valve chose to add this
Ok. Am I losing it? The very first thing I was taught in pyshics class was that no matter the weight; all objects fall at the same speed only thing changing its speed are things like air resistance.
I'm curious as to why the cubes function the way they do in this knowing that.
the feedback thing being added back, it was prob used for grading, and seeing how well the student used pysics in the level.
Damn I remember I’m elementary & middle school I was OBSESSED with all things portal after watching Portal 2. While trying to incorporate Portal into my school project I stumbled upon the Teach with Portals website and sample lesson PDF and thought it was the coolest thing ever. Great to see it’s been unearthed by the public to play with!
The contraption cube is so cool. I envy the kids that got to play on this
4:59 isn't this wrong? i always learned that gravity is dependant on mass and not weight. A 1kg ball should fall at the same speed as a 10 kg ball (no blame to the video btw)
am i getting something wrong?
Don’t shoot the messanger, I’m just showing how stuff acted in this version of the game.
That's true only if there's no air resistance. It's one of those things they teach us in school with no context nor explanations.
@@OssyFlawol no shooting, just surprised they'd mess up fundamental physics in an education simulation V: Unless this is an earlier version
@@STANNco This is the latest build of Portal 2 - Educational Version.
@@Wertercat lol
That adjustable physics speed thing is so cool! Definitely perfect for a mod. I also like the adjustable friction thing!
This is actually super freaking cool, not gonna lie. I might actually be able to understand physics class with something like this to play with.
Oh man, I wish they taught portal in physics class when i was still in school instead of….whatever the hell we were taught, i could barely keep up and I don’t remember much. It also seems like a great visual learning tool for how physics work
in high school physics we learned that weight doesnt affect fall speed, only fall force, why does having a lighter contraption cube make it fall slower?
You are correct in that gravity will apply the same downwards acceleration, but the differently weighted cubes fall at different rates due to air resistance, which is related to the shape factor and cross-sectional area the air is acting against. The lighter cubes have less force acting downwards, but the same large shape factor, so it’s quicker to hit its terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out, so it stays at that speed for the remainder of the fall). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently.
If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time.
It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity.
In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area, so it appears that it’s purely weight that causes the behavioral differences.
@@BenevolentBratwurst thank you, tbh im mostly confused cause of how JURASTIC the difference is lol, and yeah ur right it is the game implying its the weight as well
now you're learning with portals
i actually hate that the contraption cube at different weights displays different falling speeds, gravity applies to all weight the same, everything falls towards earth at the same rate, the only thing that prevents anything from falling at the same rate as anything else is buoyancy, drag, and air resistance, and since these cubes do not appear to have sacks of helium in them they should not have any buoyancy, and since they experience no friction by default, they should all ignore air resistance and drag and fall at the same rate. Like normally this is a non-complaint and i'd be a total loser for making this comment but come on this is the education edition, if you wanna teach physics, teach it accurately.
Agreed. If this was meant to be used to teach physics, that has the potential to be extremely problematic and confusing for students. It's such a weird feature to include, especially since they would've had to specifically program it to go against the actual physics engine. As mentioned, Source uses Havok physics, which I guarantee by default simulates all things falling at the same speed regardless of weight, as it should.
@@SamMaddie2 source absoloute does simulate things this way, i.e. all objects falling at the same rate, so yeah they did explicitly have to go out of their way to program this.
I also baffled me especially considering that the cube is completely frictionless, why did they even add this?
@@lucjanl1262so you can experiment with physics in a classroom setting.... the cubes arent meant to be used in lieu of other things with the set propeties like a piece of paper or a block of ice
I always thought an in-game way of stopping or slowing down/speeding up physics props would be an interesting mechanic for a potential HL3 or Portal 3, so it's really cool to see it at work here! The dynamically changing cubes are also really cool. I bet the contraption button would've needed a specific amount of force applied to it in order to activate, which would need to be calculated using the weight and velocity of the cubes. Not really sure how something like elasticity would've been used in puzzles though.
very weird that the Contraption Cube's weight affects it's falling speed, as this is not the case in real life.
i dont understand why such fundamental thing is wrong, in a gamemode thats meant for education!
Air resistance. Mass does not affect the rate it falls in a vacuum, but in atmosphere it does affect the object's ability to overcome friction with the air.
@@poke548 Yeah but not this noticeable though. Did you see the 1 kg cube basically hanging in mid air? That's not how it works, even with air resistance.
@@vandelayindustries2971 The principle is sound, but I never said Source Spaghetti couldn't take it and run off to do wacky stuff.
@@poke548 the cross sectional area of these objects is fairly similar. you wouldn't observe such a huge difference in acceleration in reality. they obviously calculated it based on the mass.
5:49 So your telling me that portal 2 at one pint had officially made jiggle physics…
This is a feature called "jigglebones", which is used in various places across Source games. Elsewhere in regular Portal 2, both coop bots have an antenna which uses it to make them wriggle as you move around.
@@teamspen210 nice try, i think we both know what its really called ;)
@@Talerswift123 No, it's literally $jigglebone, see the VDC article with the same name.
@@teamspen210 the joke was the antenna and the male private part being similar i imagine
I wonder what a lesson plan using this version of the game would have been like to take a class with.
well, I am guessing the fat jokes would be taken out, the drowning in the game would be gone (for being to violent), GlaDOS would prob be WAY nicer so students wouldn't get offended, oh and the music would mostly be canceled out to lessen intensity of the game play.
@@DenD3de Man literally sais the entire campaign was still intact for that character study
@@randomstuff9005 I don't remember that but ig your right
@@DenD3de theres actually a worksheet that literally makes references glados making fun of chell's weight
media.discordapp.net/attachments/642090762422714420/1000228655273889823/unknown.png
@@OssyFlawol Imagine if it was Wheatley talking to chell instead, it’d be a math problem with two things to solve (Mass and # of parents)
Portal quite honestly feels educational in my POV bc sometimes it interconnects to science, chemistry physics, math, & et-cetra
So my mom is an occupational therapist and also has beef with the German education system since thirteen and a half years (OdD tHaT tHiS iS hOw LoNg I WeNt To ScHoOl By NoW rIgHT?2?)and in order for being on the newest scientific basis for properly doing her job.
In order of one of that researches she found out about how Minecraft is used in Swedish and Finnish schools and how portal was planned to be used in schools in America and she read that article and called me like 15 times and after me not replying to her calls because as always I didn't notice she came running upstairs excited asf like OMG DID YOU KNOW THEY USE THESE GAMES YOU LIKE IN SCHOOLS? This was a certified mother doughter moment.
It's one of these wholesome memorys you randomly think of and then you feel better for the rest of the day.
(Or the night in my right now case what the fuck how is it one am already)
She told me all she read in the article and actually read some parts to me and I was like I knew that already but I was actually not sure if I wanna say that for a sec cause I didn't wanna ruin that moment, so I said it in a "in but this is so cool right?" Way like I was actually fascinated of it, because I was when I found out too.
This is so cool- I’m surprised I’ve never heard of this before, and it’s a shame this never caught on.
it's kinda cool that the contraption button almost looks like a CPU socket. I'd imagine the intended use was for you to set the required weight to activate it or something? would be really cool to see it figured out and fully restored at some point but I know that's probably never going to happen
As a fan of Portal 2 and its chamber editor, I am so fascinated by this version. It would be nice if someone could port the Commentary Node, new cube, and all the Edu-Exclusive features into the Level Editor for Portal 2, yeah I know there isn’t really a reason since its useless to be in Base Portal 2, but it would be nice to mess around with this content
dude commentary nodes would be a great way to create a story in your test chanber without having to go through all of the annoying crap in hammer
Honestly, I feel like having the contraption Cube would be a very useful tool. I mean yeah we have the orange and blue gels which kind of do the same thing, but you can't combine their effects
If the cube is frictionless, then it would need to drop at the same speed regardless of it's weight,
wouldn't it?
Air resistance isn't really the same thing as sliding friction. Regardless of how smooth/slippery the cube is, it still needs to push all the air molecules in front of it out of the way. This slows the fall acceleration.
@@adamx9065 the cross sectional area of these objects is fairly similar but the acceleration is drastically different and unrealistic. they obviously calculated it based on their mass.
@@-morrow Yeah, they clearly screwed up the fall speeds.
4:58 wait...I thought Heavy and Light objects both fell at the same time regardless of mass, can someone explain this to me?
You are correct. This does go against what we see irl.
Only in a vacuum. For example a feather would fall much slower than a hammer here on Earth, but if dropped on the moon they would both hit the ground at the exact same time. Because there is no air resistance.
to be fair they probably were thinking of how air resistance would effect the cube when irl it would be negligible at best especially for the heights you'd be using in game
I guess this is why they never released it :)
@@MisterLambda A feather falls slower because of its shape and aerodynamics, not because of its weight.
When learning physics at school you don't learn air resistance, you learn to calculate without it, because it makes physics very complicated for students, you only learn this if you go to physics college, take a 2 kg wooden sphere and a 6 kg metal sphere, both being exactly the same, the only difference being weight and material, they will fall at the same time.
You can't compare a feather and a hammer, it's like comparing a circle and a triangle, they're totally different things, and the video shows practically equal cubes falling.
Yes, the game's cubes would (probably) fall more slowly, because instead of the cube being entirely the same, the sphere increases as the weight increases, but it's not because of the weight, but because of the shape, and I mentioned that this "probably" happens, since I didn't get a degree in physics, and the cubes wouldn't fall that more slowly on a lower weight.
Contraption Cube is something rare for Portal 2 Education Version. This is really cool to check it out even I was impressed.
Im REALLY praying someone makes the education thing a mod or something
I really want to try this
It's pretty strange that cubes of different weights fall at different speeds since that's not how gravity works at all.
Forgot to watch this earlier, but I've been enjoying your research on Portal, I've always had an interest, but I'm not really one for digging into this kind of thing, cars and airplanes are where my knowledgebase exceeds, but watching someone else find something about your favorite game, is pretty cool too! :)
haha funny portal dragon
ok, that time speed/stop feature really looks cool for puzzle design (certainly less convoluted than twtm's time mechanic)
Nice videos! I came from the motion pack video. All of the videos catch my attention and make me want to watch the whole thing. They are even still entertaining if I’m doing something else or going audio only.
I certainly heard some spots in the motionpack video where you stuttered or some words were unintelligible but no human is perfect. Keep up the grind!
Being taught by portal would have been so damn good
The stopping physiks and time warping has so much potential... this could be portal 3 no cap
3:50 I cannot imagine the discomfort for teachers having to listen to Wheatley moan in their ears throughout the second half of the game.
The contraption button was most likely intended to be set to only trigger when a contraption cube of a certain weight was placed on it, (i.e. a button set for 69 kg would require a 69 kg cube or heavier to activate).
Oh my God, if they ever make portal 3, I need valve to make it so that you can pause physics
I wish these features were added to Better Extended Editor mod
I would really appreciate subtitles on your videos
ive been out of my game since its been a bit too long since ive recorded myself speaking, so i’m having to relearn controlling my speaking voice - or basically yea i’ll be putting subtitles up soon as i’ve planned
This has the same vibe as minecraft educational edition, except it’s probably not at all that
i really wish my science or stem (or steam) classes actually did something interesting like this.
4:50 yeah but the speed of a body in free fall does not depend on its mass, but only on the acceleration of the gravitational field to which it is subjected (in the case of the Earth) So the fact that the cube more light falls slower doesn't make any sense
I wasn't sure about the potential of the physics time mechanics until I saw your example test chamber and holy shit
The contraption cube and user friendly physics scale has so much potential for testing
8:55 A portal 2 mod with the ability to stop or slow time would be awesome.
Education edition: "heavier objects fall faster" very good education thing
It's interesting how hard it is to officially access Portal 2 EV, like why not also make it available publicly as like DLC for the base game? Anyone can go out and buy the latest version of Jumpstart or Mavis Beacon, so why make this impossible to play with the exclusive puzzle maker stuff outside of a classroom that uses it's curriculum specifically?
I really hope someone makes a full Portal mod using the time mechanics.
puzzles with the ability to slow down/stop time would be amazing ngl
I wasn't even aware of this and I was obsessed with Portal 2 at the time this came out. I wish I had it in my school still.
1:09 it did allow for moving portals but moving portal around players/physics objects get incredibly buggy
Look into the razer hydra version, or also known as the sixense perpetual pack. It actively allows for portals to be moved around with the use of the aforementioned device, which essentially is a predecessor to current vr motion controls, though the technology used in hardware isn't the same, and there's also a camera that was adapted to use the same portal version as was used with the hydra, though reviewers from when it was released did not seem to care for it. Having player the pack with the right hardware, it is quite good. Actually, I prefer it to playing with m+kb or traditional controllers. Moving portals around never feels wrong and it is more of a step up.
if i were to guess, the contraption buttons coud have had planned functionality that makes it so they could only be pressed down with a specific weight of cube, making it so you had to find the matching cube for the button
teory: the contraption button was going to be a button where you set a weight and only contraption cubes with that weight or more could press that button
I can imagine some young physics teacher being thrilled that they get to use a game they love as a teaching tool.
Hot damn the timescale puzzle had me pogging, this shit's cool as hell.
I always thought this was a fairly well-known fact… I knew this before even playing the game!
imagine having one of your peers watching you play their map and you start noclipping
Wow that whole pause physics chamber seems like such a fun mechanics to use
if i had this in my high school physics class i wouldve grasped the concepts so easily, Valve is awesome for this
I would imagine the new button added was probably weight sensitive, judging by the fact they added a cube with a weight variable. By the way, I really like that puzzle you showed at the end of the video.
10:10 The lightmeter on the cube actually isn't unused! I tried this version out for myself (after checking it for viruses, which it had none of) and when the cube went through portals at high speeds, I noticed it lit up a bit more.
Mrs.GLaDOS Why am I in the never-ending black hole of space?
"Timmy you naughty boy! you looked at the operational end of the Portal device!"
The official bee mod
that beginning was SMOOOOTH
Why would weight affect the fall speed of contraption cubes? That's not how physics works. Tower of Pisa, Galileo drops balls of different weight and they fall at the same speed. Fall speed is affected by air resistance, so shouldn't the cube deploy a little parachute or something if you want to confugure it's descent speed? Why are they teaching a blatantly inccorect model of physics if this is meant to be educational? Otherwise this is very cool.
Shouldn’t the cubes fall at the same rate regardless of weight?
You are correct in that gravity will apply the same downwards acceleration, but the differently weighted cubes fall at different rates due to air resistance, which is related to the shape factor and cross-sectional area the air is acting against. The lighter cubes have less force acting downwards, but the same large shape factor, so it’s quicker to hit its terminal velocity (where the downward acting gravitational force and the upward acting drag forces cancel out, so it stays at that speed for the remainder of the fall). On the other hand, the heavier contraption cubes have enough gravitational forces acting on them that the air resistance may be nearly negligible, so they keep accelerating towards the ground consistently.
If you take air out of the equation and do these experiments in a vacuum, both cubes would accelerate identically and hit the ground simultaneously. An Apollo astronaut demonstrated this on the very-near-vacuum atmosphere of the lunar surface using a feather and a hammer, and they both fell & hit at the same rate & time.
It is rather misleading/confusing that this game implies that it is solely weight that determines falling speed and not shape factor. There should be different sizes you can pick from, and contraption spheres/rods/cones to show that different shapes are impeded by air resistance differently. A thin rod of the same weight as a cube would have a much, much higher terminal velocity.
In the end, the actual weight of the cubes doesn’t matter as much as the ratio of cube weight to vertical cross sectional area. It’s just that all the cubes have the same area, so it appears that it’s purely weight that causes the behavioral differences.
@@BenevolentBratwurst Notice that the size of the ball inside the cube changes when modifying the weight.
“Hello, and again, welcome to the Aperture Science Educational Physics Simulation Initiative. The physics elements are digitally simulated, in order to offer the experience regardless of physical proximity to official Aperture test chambers, but we are working on supervised physical test courses in order to test the top-performing students.”
I guess my constant browsing of the valve developer community wiki didn't entirely go to waste
I'd love to see this stuff restored in normal portal 2 (or community edition)
This would be awesome to use! Although I can't help but get all science nerd: don't objects fall at the same right, regardless of their mass?
"Lighter cubes fall slower"
"There is no friction"
John Physics will not be happy.
Aww yis, never early for a fresh video - in fact I was stalking the channel for fresh content to sooth my hangover, god has smiled on me.
9:58 I remember I was playing through Portal 2's campaign and accidently opened this menu and couldn't close it
The door sign to the class should say:
_"Little Giga Chads learning!"_
i think the contraption button was supposed to get set a weight to hold and if that button gets a cube with the weight you set or higher it will activate but if the weight is lower it wont work
I think that the contraption button can be activated by a contraption cube of a certain weight
love this vid n ur channel :)
Dude that intro was kinda sick ngl
Love your videos. I've been through speech therapy as a child since 4th grade so I know speaking, especially publicly can be difficult. If you flub a line in your script; please just redo it until it sounds fluid. It seems you need friends that ball bust you at least a little to help squeeze your highest potential out of you.
Keep it up, just focus on your presentation
God bless!
I do have an untreated speech impediment that I’ve been trying to work through resolving my whole life (with not much success) wherein I can’t process how fast I’m going and end up slurring syllables together, specifically my impediment is “Cluttering” - www.stutteringhelp.org/cluttering - and trust me when I say that I know what I’m doing when the audio is edited together on this video, there are lines here that are the best takes out of 10 attempts to read a sentence, it’s just incredibly difficult to judge how fast I’m speaking even when listening back on recorded audio due to the fact my brain’s basically adapted to it. On videos where it’s especially bad and noticeable (such as this one, since I’ve fallen out of practice of my “recording voice”), I always add subtitles to try alleviate it.
@@OssyFlawol Thank you so much for adding the subtitles seriously, I already have alot of trouble focusing on "standard" noncluttery speech, so for listening to something like this it's an absolute must for me. I wish you luck in hopefully improving your condition in the future!
Even if this was in schools the the computers would explode it couldn’t handle it
I do remember that existing and how you could apply to get it, according t my memory it was planned to have a "free release"? it was so long ago.
just did not imagined it was abandonware, well I never heard of it again, however it did sounded more finished when I first read about it.
And the idea is not bad, a have seen people use game to teach concepts or even a XKCD comic were Randall suggest that after KSP he finally learned orbital mechanics.
2012 valve: We love games so much we are gonna' teach ya kids with em!
2024 valve: We hate games so much we are gonna' con ya kids with em!
Higher mass cubes falling faster due to gravity... What is this madness?!
This sounds like somthing aperture would actually do