[FT] Vector Movement Cheat Sheet
From: Laserlight <laserlight@c...>
Date: Thu, 21 Jan 1999 22:43:09 -0500
Subject: [FT] Vector Movement Cheat Sheet
I got this message from my opponent in a recent game:
>MB 4, RP 5, to heading 11. This leaves every ship in my fleet with
>three vectors:
>Heading 3, velocity 18
>Heading 12, velocity 2
>Heading 4, velocity 4
>
>You've got the spreadsheet, please do my endpoints. :) I'm plotting
>manually.
I made a chart with Facings as the columns and Thrust as the rows. I
tried
copying it into this message from MS Excel but it isn't properly spaced
and
will be easier, I think, to make your own (although I'll eventually make
a
table in HTML). Each cell has a formula to calculate the change in X
(or Y)
position based on the amount of thrust you're using and the heading. X =
Thrust * sin(Heading * 30 degrees), Y the same except cosine instead of
sine. If you're using Excel, you have to convert from radians to
degrees,
so you'd have sin(Heading*30*PI()/180).
Using this chart, we see that the first vector mentioned yields (+18,
+0),
the second (+0, -2), and the third (+3.46, -2). Adding these together,
we
find his endpoints are (+21.46, +0) from his initial position. This is
quick and easy (otherwise I couldn't do it), does not demand a computer
(eg
if you're working out your positions on the bus, at work, etc.), and is
more
accurate than plotting on graph paper.
Hope this helps.