- Joined
- Feb 15, 2015
- Messages
- 158
- Reaction score
- 37
Wow --5> Just use centrifugal force.
Last edited:
Wow --5> Just use centrifugal force.
That depends on the frame of reference. From a static frame of reference outside the rotation, the force goes inwards, but the frame of reference of the orbiting object only "sees" the outward counter-force.Wow --It seems you of all people should be aware that centrifugal force/acceleration is, in fact, fallacious. All rotational force/acceleration is centripetal. Better not to argue for the sake of arguing.
I believe the word yer looking for is "perception" -- the perception of gravity produced by a perception of acceleration away from the center of rotation. It's only a perception, however. You are, in fact, accelerating toward the center in a centrifuge, for example. This is still "centripetal" not centrifugal.That depends on the frame of reference.
This is the current system that every shipwright hates with the passion of a thousand main-sequence stars. Chunk-based calculations are the way to go.it might be prudent to approximate all ships as boxes defined by their largest dimensions.
Depending on the way the game engine works, it might be feasible to set the size of the inertia calculation points in the config.Using chunks as discrete masses in the inertia calculation would probably be the best way to go. It wouldn't be nearly as computationally intensive as calculating the inertia of every single block (instead using chunks as massive 'blocks') and would also take into account negative space up to a certain degree of accuracy.
The total mass of a chunk would be calculated and the center of said chunk would be the location of the mass point. So basically, an empty chunk would rate as 0 mass, a filled one for 409.6 and then there's every value in between. Smaller ships wouldn't really be affected by the rather low accuracy (16x16x16 chunks) as they already have good turning speeds. A system like that would require something like 4000 times less points to be calculated and would still retain decent accuracy.
I don't code btw, so this is all just speculation. I am fairly familiar with the concepts though.
OHMYGODOHMYGODOHMYGODYESSSSSSS!!!!!!! :DGreat news!! center of mass is now real center of the ship in dev:D
awesome! " and so it beings...... "OHMYGODOHMYGODOHMYGODYESSSSSSS!!!!!!! :D
*Ahem*
Anyway, this keeps getting better and better. First I hear that the HP system is being worked on, then I hear that the center of mass is no longer the core... What's coming next, control chairs? :p
Are you serious?! This is monumental! I thought the shipyard update was going to be next. Will it be the HP system instead!? I would consider that a more sensible priority.Great news!! center of mass is now real center of the ship in dev:D
It seems to me that option 1 is less calculation heavy and easier to program. I would be fine with option 2 and even like it if the thrusters didn't require a large number of blocks (they'd be a pain to deal with and make to look nice).I don't mean to necro-post, but this forum was marked as 'brainstorm' so I figured this recent thought I had was better put here than in a new thread.
All of the discussion in the thread has been within the confines of having only one block (thruster coil) and one ship value (thrust). What if there were a different block for adjusting maneuverability?
I was thinking about how space shuttles handle turning and slight maneuvering. The ships thrusters on the back are huge engines that burn fuel, but the slow precision turning is compressed air jetted out of small openings along the ship. Two completely different systems.
The Block:
Lets call it a maneuverability enhancement module (MEM). It can be rotated in 6 directions and applies its value to the turn speed according to the way it is facing. The turning of a ship can be calculated by looking at the list of these blocks used and which way each is facing. Ship engine systems would then need both Thrusters and MEMs.
Option 1: Completely Different Values
Thrusters only apply to acceleration/deceleration, and a ship with no MEMs will use the base-line turn speed. Adding MEMs will add to the turn speed in each direction adjusted for ship dimensions. To achieve equal speeds in all directions, a perfect sphere would need equal numbers of MEMs in each orientation but a hot-dog-shaped ship will need more MEMs oriented along the long sides.
Option 2: Chunk-Based Inertia-Tensor Calculations
When building a ship and adding/subtracting a block, the weight of the block is stored in the chunk of the ship. A chunk stores one weight value which is the summation of all blocks in the chunk; also one thrust value, and 6 MEM values (one for each orientation). The ship totals are determined by adding up the values in the chunks. I assume this is the way chunks are utilized already.
The tensor calculation adjusts the weight of a block according to its distance from the center of the ship. Instead of looking at each block, look at the summation stored in the chunk and then adjust by the chunk's distance from the ship center. This cuts down the calculation dramatically. Then we adjust this using the MEM value for each axis stored in the chunk. This allows the Inertia Tensor to adjust the turn speed of the chunk based on its distance from the center of the ship, but also makes MEM's farther from ship center balanced to the weight of blocks at that distance.
Option 1 allows for a single centralized engine to adjust turning for the whole ship, like Starmade currently operates. Option 2 discourages the use of a centralized engine hub, and ships would instead need to put engines at various spots along the ship. You could either have a large engine every few chunks, or small engines on every chunk.
Option 2 would probably need a way to view chunks in build mode and see which chunks are causing the most slow down - maybe a chunk-overlay of greens/yellows/reds.
I don't know if a chunk-based inertia-tensor will still be too resource intensive on larger ships.
Sounds like we might be getting HP next, considering how important having a realistic CoM for that is...Great news!! center of mass is now real center of the ship in dev:D
That's something I hadn't thought of. Turning a ship currently doesn't drain energy, but it should.Here's another thought: what if there were some sort of electromagnetic-based rotation engine that gains effectiveness similarly to power reactors? It would make sense to have a very similar algorithm as maneuverability and power recharge go hand in hand for limiting capships' abilities.
Well, what I meant to say with this is that since (in my suggestion) chunks store variables for thrust, turn, and weight they might not affect turn speeds based solely on position. If I have one chunk with no thrusters, one that is entirely thrusters, and another that is hollow, they won't all be affecting thrust/turn to the same degree even if they had the same position relative to ship center.As for showing which chunks are slowing you down the most, moments of inertia are really simple in that regard: the further away you place a block from the COM, the more it slows you down, so visualizing this does not seem all that useful to me.
we tried something like this over a year ago and it was not a good idea. weapons are fine.Diminishing returns on weapons?
Over a year ago... You mean, with only AMCs and no multi-group penalty? This is a very different game now weapons-wise... Data that old isn't exactly reliable.we tried something like this over a year ago and it was not a good idea. weapons are fine.
that would be accurate, yes. there is no reason to use a diminishing returns system with weapons. damage scales linearly but power consumption scales exponentially. this works well for both big and small ships.Over a year ago... You mean, with AMCs and no multi-group penalty?
Agreed, even a large ship can go into a super-fast spin given enough time. Keep in mind that even though we have arbitrary things like server speed limits and friction coefficents we are still in space, and therefore our thrusters should be putting out FORCE, and the amount of force should determine ACCELERATION and not SPEED. The amount of thrusters on your ship and the mass of your ship factor into how quickly your ship can change its velocity, not the velocity itself. Remember a=v/t, basic high-school physics here.The other mistake is limiting max turning SPEED rather than ACCELERATION. Realistically a large ship can get itself spinning over time, but might not be able to stop a the desired angle if it goes too fast. It's another aspect of pilot skill that goes into flying big ships which this game currently lacks. Big ships should have skill requirement drawbacks rather than tedium.