The upward contact force from the ground ensures that an object at rest on the Earth's surface is accelerating relative to the free-fall condition. For example, a force of 1 g on an object sitting on the Earth's surface is caused by the mechanical force exerted in the upward direction by the ground, keeping the object from going into free fall. It is these mechanical forces that actually produce the g-force on a mass. Thus, the standard gravitational force at the Earth's surface produces g-force only indirectly, as a result of resistance to it by mechanical forces. Gravity acting alone does not produce a g-force, even though g-forces are expressed in multiples of the free-fall acceleration of standard gravity. Because of these strains, large g-forces may be destructive. Such forces cause stresses and strains on objects, since they must be transmitted from an object surface. In practice, as noted, these are surface-contact forces between objects. The g-force experienced by an object is due to the vector sum of all non-gravitational forces acting on an object's freedom to move. Gravitational acceleration (except certain electromagnetic force influences) is the cause of an object's acceleration in relation to free fall. The types of forces involved are transmitted through objects by interior mechanical stresses. When the g-force is produced by the surface of one object being pushed by the surface of another object, the reaction force to this push produces an equal and opposite weight for every unit of each object's mass. Since g-forces indirectly produce weight, any g-force can be described as a "weight per unit mass" (see the synonym specific weight). The gravitational force equivalent, or, more commonly, g-force, is a measurement of the type of force per unit mass – typically acceleration – that causes a perception of weight, with a g-force of 1 g (not gram in mass measurement) equal to the conventional value of gravitational acceleration on Earth, g, of about 9.8 m/s 2. Combining this with the vertical g-force in the stationary case using the Pythagorean theorem yields a g-force of 5.4 g. This is a horizontal acceleration of 5.3 g. You’ll die often and you’ll lose interest fast – the story, with its horrifically obvious plot twists, certainly provides little motivation to soldier on.This top-fuel dragster can accelerate from zero to 160 kilometres per hour (99 mph) in 0.86 seconds. ![]() And just because it’s mindless doesn’t mean it’s easy, either: whether or not you die during each skirmish is more dependent on whether or not one of your fallen foes randomly drops health pick-ups than on any gaming skill. There’s little to no strategy involved in killing most enemies in the game, and their behaviors have been dumbed down so that they can all be defeated with rapid hammering of Square. Without guns, you’ll be relying on your wussy electric beam sword for the entirety of G-Force’s seven-plus-hour story, which means you’ll be pressing the Square button a lot. It kept in lines of dialogue related to guns (“Your new toy won’t help you here!” or even “Here, I brought this for you”), but it cut the guns themselves. G-Force on the PSP could have axed any number of appealing features in its transition to the handheld system, but instead of cutting missions or building a new engine altogether, it decided to ax Darwin’s ability to use guns. You’ve got guns, you’ve got things to shoot, and a satisfying way to go about shooting them. One of the reasons we’ve let G-Force on consoles squeak by relatively unscathed is because we appreciated how well the controls worked even within the game’s paper-thin premise.
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