The kinetic energy of an object is given by

where m is the mass of the object and v its velocity.
For the car in the problem,

and

, so the kinetic energy of the car is

and as we can see, yes, the answer depends on the car's mass.
True is what it is/ ,,,,,,,,,,,,,
Answer:
W = M g = 150 kg * 9.81 m/s^2 = 1470 N
You were only given 3 significant figures in the question.
<h3>Answer : </h3><h3 /><h3>A ) The larger gear can be moved by applying a relatively small force on the smaller gear.</h3>
<h3>B )
The force applied on the smaller gear is transmitted without any loss to the larger gear .</h3><h3 /><h3>
C ) the direction of motion can be changed without changing the direction of the applied force .</h3>
D ) the system would continue to move without any further, after and initial force has set in motion.
Rigidbodies are components that allow a GameObject<u> to react to real-time physics. </u>
Explanation:
- Rigidbodies are components that allow a GameObject to react to real-time physics. This includes reactions to forces and gravity, mass, drag and momentum. You can attach a Rigidbody to your GameObject by simply clicking on Add Component and typing in Rigidbody2D in the search field.
- A rigidbody is a property, which, when added to any object, allows it to interact with a lot of fundamental physics behaviour, like forces and acceleration. You use rigidbodies on anything that you want to have mass in your game.
- You can indeed have a collider with no rigidbody. If there's no rigidbody then Unity assumes the object is static, non-moving.
- If you had a game with only two objects in it, and both move kinematically, in theory you would only need a rigidbody on one of them, even though they both move.