Re: DT in BGT

So until I figure out what the hell to do about getting theta to pass and change correctly, preferably without making math a class, I decided to test whether theta would control the direction correctly.  Which brings me to the following question:  What...the...fuck?  Radian values should be immutable.  In other words:
if 90 degrees = 1.5707963268 radians, and knowing that position = velocity*DT:
double theta = 1.5707963268;
vector vel((acc.x/M2)*cosine(theta), (acc.y/M2)*sine(theta), grav.z);
This should make the ball travel 90 degrees.  That would mean that it would travel strictly on the x axis, and none on y, meaning that Y should remain 0.  However, this is what the log shows the travel to be.  I've only shown the first 5 entries, but you will see what I mean:
position of ball.x is -0.000000000019894, position of ball.y is 3.8982412815094.
position of ball.x is -0.000000000039591, position of ball.y is 7.757 90357589722.
position of ball.x is -0.000000000059289, position of ball.y is 11.6175222396851.
position of ball.x is -0.000000000078986, position of ball.y is 15.4771375656128.
position of ball.x is -0.000000000098684, position of ball.y is 19.3368358612061.
I see two problems here.  First of all, the ball is travelling along the Y axis instead of the X one, meaning that it's going straight ahead.  Last time I checked, that's not 90 degrees.  Second of all, the ball is moving very, very, very slowly along the X axis, but apparently in the wrong direction, as the numbers are negative, which would mean the ball is moving to the left.  Again, not 90 degrees.  And I know that my math is correct.  I doubt very seriously that every website showing the value of 1.5707963268 radians is that mathematically fucked up.  And I just verified it with a calculator.  So, again, my question is, what...the...fuck?

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