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Old October 28th, 2003, 01:23 AM
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Default 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:

code:
       M1 * M2
F = G ---------
r^2



[ October 27, 2003, 23:24: Message edited by: Imperator Fyron ]
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Old October 28th, 2003, 01:31 AM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Quote:
Originally posted by narf poit chez BOOM:
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.
No; if the GF simulates a mass at some distance, then it should be F = (G * M1 * GF) / r^2, or A = (G * GF)/r^2 - although it is a rather moot point, as SE doesn't allow you to model acceleration, only set velocities. There is a catch to the equation, however - bigger ships are bigger, and r is the distance between the effective center of gravity between the two objects; the GF must be generated beyond the hull to have full impact; otherwise, the portion of the force on the portion of the hull beyond the GF is countering some of the force on the portion of the hull not beyond the GF. Thus, larger ships require a larger r to be effective, but that reduces the force on the ship (bigger r -> slower ship for same drives). If r is constant for all ship sizes, then the exact same gravity drive that moves your worldship will move your frigate at the same speed. Otherwise, the frigate would be faster.
Quote:
Originally posted by narf poit chez BOOM:

so, the additional pull provided by a larger ship would be balanced out by the additional inertia. so same movement for all ships. works.
Essentially.
Quote:
Originally posted by narf poit chez BOOM:

what i'm not looking forward to is reworking all the supply usages so a baseship uses more supply than an escort.
ok, Jack's managed to confuse me.
Sorry about that; mathmatical symbol manipulation confuses a lot of people. I'm not really sure how to make myself clearer; I used essentially the same symbols Fyron did, if that helps any.
Quote:
Originally posted by narf poit chez BOOM:
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.
Is this one the one you mean?
Quote:
Originally posted by narf poit chez BOOM:
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)*#?
... if so, I haven't tried my hand at modding these, and am unfamiliar with what you mean by each symbol (E, INT(E), and #); a word translation table would be useful there.
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Old October 28th, 2003, 02:01 AM

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

Is everyone here a math/physics expert? All those computations and equations....makes my head hurt

Renegade 13
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Old October 28th, 2003, 02:24 AM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Quote:
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+0.5)/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+0.5)/E)+1)/2)*#?
i thought i explained what they where lower? oh well. E = engine efficience - speed. # is cost, supply, size. the equation should make it so that if your engine speed doesn't increase due to a fractional increase in speed, the # will decrease. it seems to work. i fixed some problems with the second equation and updated for what i'm using now. the 0.5 is to round off rather than chop, which is what INT does - programing term i maybe shouldn't have used.

Renegade, perhaps this will cheer you up.
X - undefined quantity
spurt - a drip, under presure
so, phonetically, X-spurt...

[ October 28, 2003, 00:28: Message edited by: narf poit chez BOOM ]
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Old October 28th, 2003, 05:08 AM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Makes more sense now.
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Old October 28th, 2003, 12:59 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Erh, it seems like a good idea Narf. At least, if all these formulas are not necessary to play the mod.

Glad to see I am not the only one who cannot understand all these equations Renegade.
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Old October 29th, 2003, 02:42 AM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

I'm glad you guys understand all of that. I almost flunked algebra in high school and college. Just couldn't grasp it, I guess. I didn't even want to try the higher math classes. Once I realized I had to study physics, I ditched my plans on becoming an astronomer. I'll wait until the mod is finished to see how it all comes out.
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