| 
 | 
     
    
    
    
     
    
    
    
 
    
    
 
    
     
    
    
    
     
    
    
    
     
    
    
    
 
    
    
 
    
    
 | 
       | 
      
 
 
	
		  | 
	
	 | 
 
 
		
	
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 01:41 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
			
				
				
				 Shrapnel Fanatic 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2001 
					Location: Waterloo, Ontario, Canada 
					
					
						Posts: 11,451
					 
					 
	Thanks: 1 
	
		
			
				Thanked 4 Times in 4 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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 
		
	
		
		
		
		
		
		
			
				__________________ 
				Things you want: 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 01:57 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Shrapnel Fanatic 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Dec 2000 
					Location: USA 
					
					
						Posts: 15,630
					 
					 
	Thanks: 0 
	
		
			
				Thanked 31 Times in 19 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Ship Turning Rates for mods
			 
             
			
		
		
		
		Ok, its official, my brain has just overloaded. 
		
	
		
		
		
		
		
		
			
				__________________ 
				Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:03 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Brigadier General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2001 
					Location: WA 
					
					
						Posts: 1,894
					 
					 
	Thanks: 5 
	
		
			
				Thanked 3 Times in 3 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Ship Turning Rates for mods
			 
             
			
		
		
		
		Dude; it's just a game...    
		
	
		
		
		
		
		
		
			
				__________________ 
				President Elect Shang; Tal-Re Republic of Free Worlds 
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION! 
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:05 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
			
				
				
				 Shrapnel Fanatic 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2001 
					Location: Waterloo, Ontario, Canada 
					
					
						Posts: 11,451
					 
					 
	Thanks: 1 
	
		
			
				Thanked 4 Times in 4 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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. 
		
	
		
		
		
		
		
		
			
				__________________ 
				Things you want: 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:15 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Brigadier General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2001 
					Location: WA 
					
					
						Posts: 1,894
					 
					 
	Thanks: 5 
	
		
			
				Thanked 3 Times in 3 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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? 
		
	
		
		
		
		
		
		
			
				__________________ 
				President Elect Shang; Tal-Re Republic of Free Worlds 
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION! 
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:26 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
			
				
				
				 Shrapnel Fanatic 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Feb 2001 
					Location: Waterloo, Ontario, Canada 
					
					
						Posts: 11,451
					 
					 
	Thanks: 1 
	
		
			
				Thanked 4 Times in 4 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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 
		
	
		
		
		
		
		
		
			
				__________________ 
				Things you want: 
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:34 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Sergeant 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Aug 2000 
					Location: Garden-Variety State 
					
					
						Posts: 356
					 
					 
	Thanks: 5 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				Re: Ship Turning Rates for mods
			 
             
			
		
		
		
		Nifty. To calc the "Turn Rate Decrease per kT", we simply divide by the ship's mass, correct? 
		
	
		
		
		
		
		
		
			
				__________________ 
				Hail Caesar! 
 
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 02:56 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Brigadier General 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2001 
					Location: WA 
					
					
						Posts: 1,894
					 
					 
	Thanks: 5 
	
		
			
				Thanked 3 Times in 3 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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? 
		
	
		
		
		
		
		
		
			
				__________________ 
				President Elect Shang; Tal-Re Republic of Free Worlds 
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION! 
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 05:04 AM
			
			
			
		  
	 | 
 
	
		
		
		
			
			| 
 
  
			
				
				
				National Security Advisor 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Nov 2000 
					
					
					
						Posts: 5,085
					 
					 
	Thanks: 0 
	
		
			
				Thanked 0 Times in 0 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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. 
		
	
		
		
		
		
		
		
			
				__________________ 
				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
- Digger
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
	
	
		
	
	
	
		
		
		
			
			 
			
				January 14th, 2007, 05:10 AM
			
			
			
		  
	 | 
 
	
		
		
		
			  | 
			
 
  
			
				
				
				Shrapnel Fanatic 
				
				
				
			 | 
			  | 
			
				
				
					Join Date: Dec 2000 
					Location: USA 
					
					
						Posts: 15,630
					 
					 
	Thanks: 0 
	
		
			
				Thanked 31 Times in 19 Posts
			
		
	 
					
					
					
					     
				 
				
			 | 
		 
		 
		
	 | 
 
    
	
     
	
	
		
		
		
			
			
				 
				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? 
		
	
		
		
		
		
		
		
			
				__________________ 
				Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
			 
		
		
		
		
		
		
	
		
		
	
	
	 | 
 
 
 
	 
	
		 
	 
 
 
	
		
	
	
	
	
	
	
	| Thread Tools | 
	
 
	| 
	
	
	
	 | 
	
 
	| Display Modes | 
	
 
	
	
	
	
		  Linear Mode 
		
		
	 
	
	 | 
	
	
 
 
	
		
	
		 
		Posting Rules
	 | 
 
	
		
		You may not post new threads 
		You may not post replies 
		You may not post attachments 
		You may not edit your posts 
		 
		
		
		
		
		HTML code is On 
		 
		
	  | 
 
 
	 | 
	
		
	 | 
 
 
     |  
 |