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Re: [GZG] Re: Turning Circles

From: Roger Books <roger.books@g...>
Date: Tue, 10 Jan 2006 09:33:19 -0500
Subject: Re: [GZG] Re: Turning Circles

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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lScott,

  You really need to play a game of vector.  Turning radii(?) are caused
by
the interaction of a plane and air or a ship and water.  In space there
is
no such drag.  If you haven't done vector addition or need a refresher
try:

http://www.1728.com/vectutor.htm

The real problem is advanced drives lose much of their advantage in
vector.
Spinning on an axis in space takes an insignificant amount of time
compared
to turn length so not needing to spin isn't much of an advantage.

Anyone know of a web based game of Asteroids?

Roger

On 1/10/06, Scott Siebold <gamers@ameritech.net> wrote:
>
>
> >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 4mu 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 that 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.
> >
> [s
>
>
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