Accuracy of AB physics

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Accuracy of AB physics

Postby schilcote on Sun Oct 11, 2009 9:05 am

I was wondering something when I was building my ship. If I have a ship like this:

Code: Select all
A: (||||||||||) :C
     |              |
     |              |
     |              |
     |              |
     |              |
     |              |
     |              |
B: (||||||||||) :D


where the (s and )s are maneuvering thrusters, should I wire A and D to left and C and B to right, because that's the way it would work in real life?
schilcote
 
Posts: 62
Joined: Wed Aug 06, 2008 9:56 am

Re: Accuracy of AB physics

Postby hauch on Sun Oct 11, 2009 2:48 pm

The short answer is yes, AB follows physics.

My history with the game tells me that AB follows some general laws of physics, including those regarding torque: Force = Torque vector x radius vector = |r|*|T|*sin(<r|t).
Basically, the torque you exert is fixed at one of 2 values (red thrusters or silver thrusters), so to maximize force, you must make the radius vector as large as possible, and mount the thrusters perpendicular to this radius vector, as sin(90DEG0)=1.

Pictorally:
Code: Select all
(-)
.|
.|
.|
.X
.|
.|
.|
(-)

Will turn much faster than
Code: Select all
(---------------------------)
|             X             |
(---------------------------)
and
Code: Select all
(-)
.|
.|
.|
.|
.|
.|
.X
(-)
where X is the center of mass (COM).

Also it is worth remembering that the radius vector is drawn from your ship's COM, meaning it is almost worthless to attach thrusters very near to a section of concentrated mass, unless that mass is dwarfed by a larger mass grouping elsewhere. Think about trying to spin a hammer by pushing on the heavy metal head instead of on the end of the handle, or opening a door by pushing right next to the hinges.


Conclusions to be drawn:
--Long, narrow ships with its heavy items in the exact center will out-turn any ship of the same mass and shape that has its heavy elements at the ends when thrusters are kept in the same position.
--Always wire thrusters symmetrically about the COM (eg your A and D fire together) to create an equal-force pair, or if you have a non-balanced ship, give it more thrusters near the heavy section to approximate an equal-force pair.
--------Using only one set of maneuvering thrusters (only A & B, or only C & D) will also create xyz velocity and reduce the turning moment.
Catch me on XBL - Haiiuken
hauch
 
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Location: WI

Re: Accuracy of AB physics

Postby Reksep on Tue Oct 13, 2009 7:25 pm

Clarification: in 1.0.8, COM didn't matter. Just put the thrusters as for towards either end of your ship to turn as fast as possible.

I can't remember for sure whether or it changed to COM in 2.0.3, but I'm pretty sure hauch is right on this one. So in 2.0.3, you have to worry about center of mass, but not in 1.0.8.
Reksep
 
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Joined: Sat Jul 26, 2008 4:34 pm

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