From: Thomas Anderson <thomas.anderson@u...>
Date: Tue, 9 Mar 1999 20:23:35 +0000 (GMT)
Subject: re: Thruster pushes was re: FB2 preview
> On Tue, 9 Mar 1999, Wasserman, Kurt wrote: > No offense but either of those are really good solutions. i assume kurt intended to put an 'n' on the front of that 'either'... > A) really tears a lot of the fun out of maneuvering and B) is just well, if the main drive produces an exhaust which can then be vented through any one of a number of drive ports, you'd have a justification: if you wanted a push, you'd need to divert thrust from the main drive. likewise for reverse thrust. think of the reverse thrust buckets some big aircraft have to use for braking on landing. > I am not sure about the physics of space travel. Hell, I barely well, there's one main drive and twenty thrusters, but the main drive is much more than 20 times bigger than a thruster... <physics-n-maths> it's fairly straightforward to figure out possible values for the size of a move unit, turn and thrust point based on simple mechanics - the 1000km-15min-1m/s2 combination is, i think, the most widely accepted. it's even possible to rationalise the slight deviation from newtonian mechanics which has all of a ship's thrust take effect at the start the turn in which it was made: we say ships use a short, powerful burst type of drive, which only fires at the start of the turn. if the burst is 1/10th the length of the turn (100s, 1m40s), then it works out that one thrust point is 10 m/s2, which is 1 g. however, it's a bit harder to analyse rotation. if we stuck to real physics, then the time taken for a ship to do a particular rotation is not proportional to the size of the rotation, but to the square root of the size. i think. this wouldn't be all that hard to factor in to FT, actually (i think). if you spend T thrust points on rotation, you can rotate up to T*T course points. here's a quick table: Thrust Change 1 1 2 4 3 9 this isn't very pretty, is it. curses. you might want to say that you can do (T*T)/2 or (T*T)/4 instead, though. anyway, if we work this in, then the acceleration needed (if split into two and applied at the ends of the ship in opposite directions, a bit like certain types of lawn sprinkler) to get one maneuver point is a = (pi / 9) * r / t^2 where r is the length of the ship and t is the time used for turning. let's say this is one-tenth of a turn (as i have suggested for the main drive burn). if we assume a ship length of 100m, and a turn of 1000s (16m40s), then a comes out as about one three-thousandth of a g. given that a main drive point in the same scale is about 1 g, you see why thruster pushes are not realistic. qed, i believe... </physics-n-maths> > Each propulsion yes. any acceleration will reach any speed (pace Einstein) given long enough. > I find it logical (and pleasing) to imagine a ship boosting itself in right. > And, since this "Thruster Effect"(tm) is common to all ships using that's certainly true. many games have thruster pushes, and no-one seems to mind very much. Tom