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-   -   Ship Turning Rates for mods (http://forum.shrapnelgames.com/showthread.php?t=32810)

Suicide Junkie January 14th, 2007 01:41 AM

Ship Turning Rates for mods
 
You may or may not want to use this:

Approximate
I = M * R^2

Approximate R = V^1/3, where V ~ M
I = M^(5/3)
Assume thrust is proportional to mass, for ships are usually the same speed.
The maximum torque available is Force * R, which becomes M * M^(1/3) = M (4/3)

Torque over angular momentum gives acceleration of M^(-1/3)
Since we're dealing with constant speed instead of constant acceleration, square that to get M^(-2/3)

So, unless I did something wrong,
Turn rate should be proportional to 1/ shipsize^0.6666

Atrocities January 14th, 2007 01:57 AM

Re: Ship Turning Rates for mods
 
Ok, its official, my brain has just overloaded.

President_Elect_Shang January 14th, 2007 02:03 AM

Re: Ship Turning Rates for mods
 
Dude; it's just a game... http://forum.shrapnelgames.com/image...ies/tongue.gif

Suicide Junkie January 14th, 2007 02:05 AM

Re: Ship Turning Rates for mods
 
To put it simply, yes indeedy, big ships turn slower.
Not quite as bad as 1/size, but almost.

President_Elect_Shang January 14th, 2007 02:15 AM

Re: Ship Turning Rates for mods
 
I thought the question of SE ship mass was still in debate. So what are using to calculate the mass?

Suicide Junkie January 14th, 2007 02:26 AM

Re: Ship Turning Rates for mods
 
I'm not. It is all relative and proportional.

To use this, select one of your hulls arbitrarily and give it an arbitrary turning rate you like.
All the other hulls can then get a matching turn rate based on this.

For example, I decided arbitrarily that my scout (40kt) would have a turning rate of 0.001.
Therefore my battleship (240kt) should have a turning rate of about 0.0003
And my micro fighter (18kt) gets 0.0017

Noble713 January 14th, 2007 02:34 AM

Re: Ship Turning Rates for mods
 
Nifty. To calc the "Turn Rate Decrease per kT", we simply divide by the ship's mass, correct?

President_Elect_Shang January 14th, 2007 02:56 AM

Re: Ship Turning Rates for mods
 
Now I am ignorant about this so please (if you feel so inclined) enlighten me. The problem I keep having when I look at the formula is the mass thing. I know torque here on a gravity making body; I do love cars! However, we are talking about space were mass has no weight to push and there is no resistance. Well ok like solar wind aside so lets say virtually no resistance. So I guess what I am saying is what is the mass? I'm confusing myself aren't I?

Speaking of cars I thought about starting a thread asking what people drive. What do you drive?

Phoenix-D January 14th, 2007 05:04 AM

Re: Ship Turning Rates for mods
 
No weight doesn't mean no resistance. The weight goes away, but the mass and therefore the inertia does not.

Atrocities January 14th, 2007 05:10 AM

Re: Ship Turning Rates for mods
 
I like the concept, larger ships should be maneuvering hogs. However, does any of this mean anything at all in the game? Will it matter in combat?

Phoenix-D January 14th, 2007 05:19 AM

Re: Ship Turning Rates for mods
 
It does matter quite a bit, especially if you try to use Maximum Range on a slow turning ship.

Suicide Junkie January 14th, 2007 06:53 PM

Re: Ship Turning Rates for mods
 
Quote:

Noble713 said:
Nifty. To calc the "Turn Rate Decrease per kT", we simply divide by the ship's mass, correct?

Turn rate decrease per kt will throw off the formula, since it is additive, and nearly useless for any newtonian minded work.

You could do the math and use that to make the actual turn rate match the formula at two size points, but the rest will be off (Since the given data fields result in a linear turn rate vs mass function, while this formula gives an actual curve which is close to 1/mass)


As long as the high tech small ships are still smaller than the low tech version of the next size up, you could just use a flat turning rate across the levels, and it wouldn't be noticable in-game.


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