Physically Accurate Rotational Inertia

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    The game currently uses weird and counterintuitive abstractions for rotational inertia. This is a shame, because for point arrays, the proper physics calculations are actually really easy. For a point mass at a distance from an axis, rotational inertia = distance * mass. Distance of a given point from(for instance) the Z axis would be sqrt(PosX^2 +PosY^2 ).

    So, if you add a 0.1 ton(100kg) block to your ship at coords 30,10,57, then inertiaX += 100kg*sqrt(10^2 +57^2), inertiaY+=100kg*sqrt(30^2+57^2) and inertiaZ+=100kg*sqrt(30^2+10^2).

    Of course, the ship core does cause a minor problem for the calculation as it is at coordinates 0,0,0. However, if we treat it as a cube, rather than a point we can calculate its rotational inertia as 1/12m(2w^2) or 1/12(100kg)(2*0.5m^2) = 8.3kg/m^2.

    So, for a whole ship, the rotational inertia around a given axis is 8.3+[all the individual blocks].

    The benefit of doing the calculations this way is that it will take void spaces and protrusions into acount, helping RP ships with their internal rooms and aesthetic antennae/spiky bits be less sluggish. The devs could still control overall rotation speed through modifying the torque value of a ship or adding torque-producing blocks like maneuvering thrusters or gyroscopes.
     
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    Adjustments for coordinate systems are fairly easy. If core-relative coords are (16*segment -8), that's no big deal.
     

    Jaaskinal

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    Would be interesting to see how rotational forces are applied with this equation put into play instead.

    How is the center of mass calculated at the moment, is the core considered it no matter what?
     
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    Would be interesting to see how rotational forces are applied with this equation put into play instead.

    How is the center of mass calculated at the moment, is the core considered it no matter what?
    I think the whole ship rotate around the core, so yes