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This simulation runs in 3D space.
The belayer (or fixed anchor) is always assumed to be located at the point with x-, y-, and z-coordinate equal
to 0 meters. Everything else is placed relative to the belayer or fixed anchor. The simulation uses a coordinate
system where the y-coordinate corresponds to height, the x-axis runs orthogonal to the base of the climbing wall,
with greater x-coordinate values corresponding to a greater distance from the climbing wall, and the z-axis runs
parallel to the base of the climbing wall, that is, it can be used for placing objects to the side of the belayer.
Wall angle:
degrees
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Supply a number in degrees, between -30 and 70. Positive values correspond to the angle at which the wall
is overhanging. 0° corresponds to vertical, 70° corresponds to an extremely overhanging wall, which is
almost a horizontal roof. Negative values correspond to inclined, slabby terrain.
Ground is present
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Whether the ground is present at the height specified below. If unchecked (currently not yet supported ),
no ground will be present in the simulation, which would correspond to multipitch settings, for example.
Ground level:
meters
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Supply a number in meters, between -8 and 0. This number corresponds to how many meters the ground (if present at all)
is placed below the belayer (or fixed anchor). In a multipitch setting, you can use this to indicate that a big ledge
is located not far beneath the anchor, for example. If the ground is placed below a moving belayer, who is not attached
to an anchor, then the belayer will fall downwards at the start of the simulation.
Height of climber:
meters
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Supply a number in meters, between -2 and 50. This corresponds to the number of meters the climber
is located above the belayer (or fixed anchor). Only values above the ground level are allowed.
Sideways shift of climber:
meters
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Supply a number in meters, between -25 and 25. This corresponds to the number of meters the climber
is placed to the left (negative value) or to the right (positive value) of the belayer (or fixed anchor).
Weight of climber:
kilograms
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Supply a weight in kilograms, between 1 and 150.
The climber is currently represented only as a point of zero volume, but with a positive mass.
Height of last clipped draw:
meters
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Supply a number in meters, between -2 and 50. This corresponds to the number of meters the last clipped
quick draw (or other protection point) is located above the belayer (or fixed anchor). Only values above the
ground level are allowed. This value is ignored if you specify 0 clipped draws in the next field.
Number of clipped draws:
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Supply a number between 0 and 15. This corresponds to the number of clipped
quick draws (or other protection points) between the belayer (or fixed anchor) and the climber.
0 draws corresponds to a fall directly into the anchor (interesting for multipitch settings).
The exact positions of these draws can be adapted in the next step.
Rope is attached to fixed anchor
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Whether the belayer’s end of the rope is attached to a fixed point. If this box is checked, the
end of the rope opposite to the climber’s end is assumed to be fixedly attached to a protection point
in the wall with a knot. Otherwise, a moving belayer is assumed to be attached to the end of the rope.
Rope slippage through a belay device is currently not supported .
Belayer attached to anchor
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Whether the belayer is attached to an anchor via a static or dynamic sling (currently not yet supported ),
which is usually the case in multipitch settings.
If you have selected fixed anchor above, then this setting has no effect.
Weight of belayer:
kilograms
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Supply a weight in kilograms, between 1 and 150.
The belayer is currently represented only as a point of zero volume, but with a positive mass.
If you have selected fixed anchor above, then this setting has no effect.
Slack:
meters
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Supply a number in meters, between 0 and 1. This number corresponds to how much slack will be added to the rope.
0 meters of slack means that the rope is tight at the beginning of the simulation. Please note : slack is currently
not well integrated into the simulation. If you supply a large amount of slack, the rope will still start as a straight line
between belayer, quick draws and climber at the beginning of the simulation, but in a compressed state. The rope will then
explode outwards at the beginning of the simulation to reach its actual length. This causes large forces to appear at
the beginning of the simulation, which do not match what would happen in reality. It is planned to improve the slack
handling in the simulation at some point in the future.