Re: FT: Vortex gravity gradient question
From: Jared Hilal <jlhilal@y...>
Date: Sat, 06 Sep 2003 17:00:52 -0500
Subject: Re: FT: Vortex gravity gradient question
Imre A. Szabo wrote:
> Does anyone out there have a simple equation (no PDE's or poorly
> behaved ODE's) to calculate the pull of a vortex (such as a Black Hole
> or Neutron Star) both towards it and around it? Something in
> cylindrical or spherical coordinates would be excellent.
>
>
>
> The idea is to model the pull of a Black Hole or Neutron Star on ships
> fighting a battle around the vortex. Moving the ship straight towards
> the vortex according the inverse of the distance to the vortex loses
> out the entire effect of acceleration around the vortex. Basically, I
> want crippled ships to spiral in and die as opposed to simply being
> pulled straight in and die.
>
Depends on whether you play with vector or cinematic.
If you play vector, then the "spiral" effect happens automatically with
a vaguely tangential (+/- 45 degrees) course and a steady pull towards
the object, decreasing over distance. This is because of the way the
vector system calculates ending V by the position of the ship after
movement.
Cinematic would be more complex to get the effect that you want.
J