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-   -   Narf's Mod: Almost done shredding the Facility.txt. Basic stuff only. (http://forum.shrapnelgames.com/showthread.php?t=10556)

narf poit chez BOOM October 20th, 2003 11:50 PM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
i just finished putting in 20 'normal' engines, based off of Ion Engine I with 10% increase. the size, costs and supply usage are modified by engine speed with (INT(E)/E)*#. supply usage decimals are ignored. maybe i should compensate for having a second ability which is close enough to 100% of actual number to be considered 100% by (((INT(E)/#)+100)/2)*#?

uh, do i have to explain it? has anybody understood my explanations? becuase if anybody has, maybe they can tell me what i'm doing up there. really. i'm just sort of guessing.

*if you havn't yet, read other post below. NEW!*

witt normal engines, an escort will be able to go 66 squares/turn! maybe i should make that my fastest engine and start the others out at 2 and 1?

[ October 20, 2003, 22:58: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM October 28th, 2003 12:20 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
the grav drive will now be a gravitic drive that provides equal movement, through bonus movement to all ships. since gravity affects all objects equally.

Fyron October 28th, 2003 12:23 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
Gravity is directly affected by mass. The more massive an object is, the more gravitational force is necessary to attract it to the same object at the same acceleration (assuming you can artifically generate gravitational force, which would be necessary for "gravitic drives" http://forum.shrapnelgames.com/images/icons/icon12.gif ).

narf poit chez BOOM October 28th, 2003 12:26 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
doesn't a more massive object fall at the same rate as a smaller object?

oh, and the supply usage thing does affect engine supply use, right?

[ October 27, 2003, 22:30: Message edited by: narf poit chez BOOM ]

Fyron October 28th, 2003 12:44 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
Yes, but objects falling within the atmosphere don't behave the same as two large objects in space attracting each other... The reason why objects fall at the same rate is that he gravitational acceleration caused by the earth's gravity is constant (at the same point on the surface of the earth, relative to two different objects). This is in part because the falling objects have infintesimal mass compared to that of the earth (though technically they do actually move the earth an infintesimal distance closer to themselves as they fall http://forum.shrapnelgames.com/images/icons/icon12.gif ). Objects in space are governed by the relation F = G * M1 * M2 / r^2, where F is force, G is a constant, M1 and M2 are the masses of the two objects, and r is the distance between them. A more massive object causes more gravitational force between the objects, and thus greater acceleration.

Now, since a gravitational drive is pure sci-fi at this point in history, how it works is somewhat arbitrary. http://forum.shrapnelgames.com/images/icons/icon12.gif How did you envision your gravitational drives as working?

Quote:

oh, and the supply usage thing does affect engine supply use, right?
<font size="2" face="sans-serif, arial, verdana">Right, as long as you are talking about the supply usage on the engine component itself (not any components that provide just bonus movement though; they have to provide strategic movement), or a mount affecting such a component.

[ October 27, 2003, 22:46: Message edited by: Imperator Fyron ]

Jack Simth October 28th, 2003 12:53 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
Quote:

Originally posted by Imperator Fyron:
Yes, but objects falling within the atmosphere don't behave the same as two large objects in space attracting each other... The reason why objects fall at the same rate is that he gravitational acceleration caused by the earth's gravity is constant (at the same point on the surface of the earth, relative to two different objects). This is in part because the falling objects have infintesimal mass compared to that of the earth (though technically they do actually move the earth an infintesimal distance closer to themselves as they fall http://forum.shrapnelgames.com/images/icons/icon12.gif ). Objects in space are governed by the relation F = G * M1 * M2 / r^2, where F is force, G is a constant, M1 and M2 are the masses of the two objects, and r is the distance between them. A more massive object causes more gravitational force between the objects, and thus greater acceleration.
<font size="2" face="sans-serif, arial, verdana">They only accelerate faster relative to each other, because both are accelerating at a rate dependant only on the other's mass. When both are massive; from a "fixed" perspective, the acceleration a body recieves depends only on the mass and distance of the bodies affeting it (until you get into relativity; but that takes extreme circumstances e.g. black holes vs. rotating black holes). You can get this fairly simply by recalling that Acceleration = F/M. For mass 1, A1 = F/M1 = (G * M1 * M2 / r^2)/M1 = (G * M2 / r^2); for mass 2, A2 = F/M2 = (G * M1 * M2 / r^2)/M2 = (G * M1 / r^2). If you are on M1 and using M2 as your referance, your acceleration = A1 + A2 = (G * M1 / r^2) + (G * M2 / r^2) = G(M1 + M2)/r^2.

narf poit chez BOOM October 28th, 2003 01:02 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
so i won't be able to scale the supply on a bonus movement engine? thought it would be a problem. then thought, if they ignore ship size, then naturally there supply usage will only be reletive to there movement bonus not ship size.

well, the main point for the engine is to have an engine that provide's the same movement to all ships, regardless of size.

shouldn't there be brackets? from what i remember from science, there should
F = (G * M1 * M2) / r^2

so, since my gravitic engine idea currently works by generating a gravity field, that would be
F = (G * M1 + GF) / r^2, where GF is gravity field.

so, the additional pull provided by a larger ship would be balanced out by the additional inertia. so same movement for all ships. works. http://forum.shrapnelgames.com/images/icons/icon7.gif

what i'm not looking forward to is reworking all the supply usages so a baseship uses more supply than an escort. <dudn't require a comment.

ok, Jack's managed to confuse me. hey Jack, can you take a look lower in the thread and tell me if you understand my math there? because i'm not sure if i do.

[ October 27, 2003, 23:04: Message edited by: narf poit chez BOOM ]

Phoenix-D October 28th, 2003 01:10 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
Bonus movement IIRC doesn't ever use suppplies.

narf poit chez BOOM October 28th, 2003 01:13 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
hmm...make them really big and costly?

called them 'displaced gravitic drives'.

Fyron October 28th, 2003 01:23 AM

Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
 
Umm... the parenthesis are irrelevant when it is all multiplication and division (and the division is done after the multiplication from left to right). F = (G * M1 * M2) / r^2 is the same as F = G * M1 * M2 / r^2

Though if you want to get technical, it is usually written as:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> M1 * M2
F = G ---------
r^2</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 27, 2003, 23:24: Message edited by: Imperator Fyron ]


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