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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

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