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Re: FT Newtonian Acceleration was Re: B5 Ship Combat

From: Daryl Lonnon <dlonnon@f...>
Date: Mon, 1 Sep 2003 09:41:31 -0600 (MDT)
Subject: Re: FT Newtonian Acceleration was Re: B5 Ship Combat

Duh!

Jared,

I'm brain dead.  Your way does work (ie it does the same thing, only
at 1/2 the speed).

Teach me to post first thing in the morning! :-)

Daryl

> > Roger Burton West wrote:
> > >FT acceleration (in cinematic or in vector) is not realistic. When
you
> > >apply 1 thrust point, you get a speed of 1 MU/turn, which is fine -
but
> > >during the turn you apply it, you move 1 MU, which isn't. That
would
> > >only make sense if you applied all the thrust instantaneously at
the
> > >start of the turn, whereas what we generally assume is that the
thrust
> > >is applied over the entire course of the turn - what that should
mean is
> > >that you move 1/2 MU per thrust point on the turn you accelerate,
and 1
> > >MU per thrust point on each subsequence turn.
> > >
> > After thinking about how complex this would be for a minute . . .
> > 
> > Actually, because of a nifty coincidence with the basic FT rules,
this 
> > is very . . . very, very, very . . . easy in FT Cinematic Movement. 
Try 
> > this:
> > 
> > FT Cinematic movement divides a ships movement into two steps
divided by 
> > a midpoint turn.  Great opportunity!  Each turn, compute the first
half 
> > of the ship's movement based upon its previous turn's ending speed,
and 
> > compute the second half of the ships movement based on the new
ending speed.
> 
> < cut some stuff >
> 
> Dropping out of Lurk for a moment,
> 
> I'm not sure how to say this and be polite, but you're solving a
> slightly different problem.
> 
> The problem isn't that you aren't moving the ship enough during a
> turn, it's that the ship doesn't have enough velocity at the end of
> it's move.  
> 
> To put another way, if you thrust such that you move 1 inch more
during
> your turn, at the END of the turn your velocity has increased by 2
inches
> per turn (in the direction of the thrust).
> 
> I suspect the two ways to solve it:
> o Cinematic: Just increase your velocity by +1 for each thrust spent
>   during that turn.  Still use the original thrust for movement during
>   that turn.	(So, if you thrust 2 during your turn, you'd use a
thrust
>   2 to calculate where you end up, but would add 4 to your thrust when
>   recording your thrust at the end of the turn).
> 
> o Vector: When moving a ship, drop a drift marker.  After moving the
>   ship, take the drift marker through the opposite maneuvers the ship
>   went through (if the ship thrusted 2 and pushed starboard 1, you
move
>   the drift marker back 2 and port 1).  Then calculate velocity and
>   direction from the new position of the drift marker.
> 
> Sorry if I'm being too pendantic, :-)
> Daryl
> 

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