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> The problem with turning circles for Vector movement in space is that
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.
> On 1/9/06, Scott Siebold <gamers@ameritech.net> wrote:
Scott, I have to ask: have you played much Vector in FT?
What you're describing/suggesting doesn't sound like Vector movement
at all, but a variant of Cinematic.
Vector doesn't have "turning radii", really, and Cinematic movement isn't
really being argued about currently...
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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:
72
> degrees and a fighter with a turning circle of 3 in. would turn (6 * 3
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 1/10/06, Roger
> Books <roger.books@gmail.com> wrote:
There's always the very excellent starship combat/movement in Star
Control
2: The UR-QUAN Masters. Available as open source on an internet near
you. It's very reminiscent of asteroids movement with many different
spaceships and aliens.
The Man in Black is: Kenneth Scroggins Novus Ordo Seclorum: Annuit Coeptus: E
Pluribus Unum
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I prefer Star Control 1. These days you need to run it using DosBox, but
good gameplay still (and an effective node-based strategic system).
The only thing is to disable the Earthling Cruiser in all the scenario's. Its
almost impossible to beat under computer control without hacking the ship
files.
Brendan 'Neath Southern Skies
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