|
|
|
|
|
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 30 Times in 18 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 30 Times in 18 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.
|
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
|
|
|
|
|