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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI 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.
Turning circles started there life in linear warfare battles where units were
turning unrealistically. It was adopted by some of the naval rules to make
ship movement easier.It was adopted by most of the air combat games in that it
allowed for more maneuverable aircraft to actually outmaneuver their
opponents.
To make them take a compass and set it to 10 in. then do a sweep from 0 to
about 60 degrees. Reduce the compass to 9 in and do the same 0 to about 60
degrees. Now cut out the area you swept and using a ruler mark at 1 in
intervals along the 10 in side and the 9 in. side. Repeat this but increase
the angle swept to 90 degrees for
8 in./7 in., 6 in./5 in.., 4 in./3 in.. For the 2 in./1 in. sweep 180
degrees. For those of you into metric use 3 cm. instead of 1 in. for all
movements and inches for ranges (drove the Fletcher Prat naval rules people
wild when they tried to estimate ranges).
Now that you have the circles how do you use them.
A super dreadnought might use the 9 in. circle, a CA might use the 7 in.
circle and a DD might use the 5 in. circle. A fighter might use the 3 in.
circle but if it is carrying a heavy combat load it uses a 5 in. circle (the
additional load makes the fighter less maneuverable). If a ship takes damage
it may go up to a larger circle (a DD is 5 in. until half damaged then it goes
to 7 in.). A race with more maneuverable ships may just use 1 in. less per
class.
> I assumed that with all of the arguments on how to handle ship
You know I've never heard of those, but then again I've played very few naval
games. They do sound very interesting and well thought out but I'm not sure
how they'd translate to vector FT.
How about a 30/90/180 rotation rate at 1pt/2pt/3pts with advance drives
only requiring 1pt for 180.
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.
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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 1/6/06, Scott Siebold <gamers@ameritech.net> wrote:
This isn't Vector movement, it's a varient of Cinematic.
You don't make "turns" in the current vector system, you rotate & burn, and
whether it "turns" you or not depends on your current
velocity and which way you aimed your burn - in vector there's no
difference between burning "backwards" to slow down or buring "sidways" to
"turn", remember?
Turning circles aren't too relevant - there are lots of ways you can
burn to make a turn to course X, and some of them (most of them) will affect
your velocity as well as your direction.