GZG List archives -- January 2006
Re: [GZG] turning circles
>The problem with turning circles for Vector movement in space is that
>the turning radius is so dependent on ship velocity. The faster you
>are moving, the larger the radius. If you have accumulated a velocity
>of 30 mu/turn, there is no way you should be able to turn a 10 mu
>radius. On Earth, you have drag that limits your speed based on your
>thrust and drag coefficients.
>
>Tony C.
You may have a velosity of 30 mu/turn but your ships engines will set your turning ability. If your engines are 6 mu/turn then you may make 6 turns in any part of your turn. If you want a little more realistic effect then devide the total starting velosity by the number of turns to be made (30mu / 6mu or 5mu per segment) so the ship would turn 1mu go streight for 4mu turn 1 mu go streight for 4!
mu etc
until finished. Turning would not add or subtract from the speed of the ship so if you started a turn with 30 mu/turn turned 6mu in a turn the next turn you would be going 30 mu per turn.
Although each ship may be making the same number of turns (6 turns for example) the effect of the turn depends on the turning circle used (360 degrees = 2 * pi * r or 2 * 3 * r or 6 * r). A BB with a turning circle of 8 in. would turn (6 * 8 = 48 or 6/48 * 360 degrees) 45 degrees, a DD with a turning circle of 5 in. would turn (6 * 5 = 30 or 6/30 * 360 degrees) 72 degrees and a fighter with a turning circle of 3 in. would turn (6 * 3 = 18 or 6 / 18 * 360 degrees) 120 degrees.
Scott
>On 6-Jan-06, at 2:54 PM, Scott Siebold wrote:
>
>> I assumed tha!
t with
all of the arguments on how to handle ship
>> maneuvers
>> that some time in the past turning circles had been brought up and
>> rejected. I am not sure of this so I am bringing them up now.
>
[snip]
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