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Re: Vector Rules

From: "Steve Pugh" <mafb90@p...>
Date: Wed, 8 Oct 1997 18:06:29 +0000
Subject: Re: Vector Rules

Status: RO

> > If you ignore friction, I'll take you on; but I want someone ten
> > times taller then you to turn my log.  You are using same size
> > engines to turn different size objects.  Get real.	If I have a
> > ship 10 times bigger, I'll have 10 times bigger manuevering
> > thrusters...
> 
> You're changing the grounds of the argument /and/ introducing a new
> fallacy at the same time.  To address both:
> 
> a) The whole point is that the larger vehicle /requires more thrust
> to turn at the same rate/.  First and foremost.  Secondarily,

Here's the problem. In normal everday conversation thrust is used in 
a sense that means Force to a physciist. In FT, Thrust is actually an 
acceleration. Thrust 1 will have the same effect on a Mass 6 ship as 
it does on a Mass 60 ship. It must be acceleration then, not force.

1 thrust point for the Mass 6 ship represents a much smaller force 
than for th Mass 60 ship. 10 times smaller.
(Newton's Second Law: Force = Mass x Acceleration).

For rotation, things get a bit more complicated. Now the shape of the 
ship and the position of the thrusters will play a part.

The fact that Thrust points used for rotation and acceleration are 
identical even under the proposed Vector systems is a simplification. 
I don't think we would want to play a game that did not make that 
simplification.
(Sure, I'd love to calculate the moment of inertia for a Kra'Val 
super dreadnaught about its vertical axis...)

	Steve
--
"Grab reality by the balls and squeeze." - Tempus Thales

Stephen Richard Pugh	 http://ds.dial.pipex.com/town/estate/ax16

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