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[FT] Orbit and FT

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Tue, 12 Mar 2002 12:53:36 -0500
Subject: [FT] Orbit and FT

-----Original Message-----
From: Randy W. Wolfmeyer [mailto:rwwolfme@artsci.wustl.edu]
Sent: Tuesday, March 12, 2002 12:39
To: gzg-l@csua.berkeley.edu
Subject: Re: Um, eh? (Orbital Mechanics for Dummies)

On Tue, 12 Mar 2002, Tomb wrote:
> PS - Someone want to do something really interesting? After developing
a
> gravity based mechanic for FT, then come up with an algorithm to
> calculate a method of entering orbit. Orbiting seems to be uber hard
in
> our movement systems....
>

Actually I've used the gravity mechanic for vector movement that others
have mentioned.  Determine range bands for the gravitational force, and
then apply them to your motion as an additional thrust.  Orbit isn't too
hard to achieve, you just have to a rough idea how much velocity you
have
to have at a certain altitude.

P.S. If I'm screwing any of this up (I'm sure there are others on here
that know this stuff as well if not better than me) let me know.  It's
been a while since I studied orbital mechanics in any classes.

Randy Wolfmeyer
-----End Original Message-----

The hard part of it in FT (using vector) is that you are limited to 30
degree increments in facing, but infinite number of altitudes. You are
also
limited to whole numbers in velocity/inertia while orbital mechanics may
require fractional speeds.

So in the game you are limted to (what?) 3 different orbits that are
self
sustaining?

Using cinematic, you need to need to plan a hexigon that is larger than
the
planet. Then move at a speed equal to the length of 2 sides of the
hexigon


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