Author Topic: angular glide, moi, and other torque related physics  (Read 1846 times)

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Offline Nuke

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angular glide, moi, and other torque related physics
i kinda like glide but it would kinda be cool if we could optionally have conservation of angular momentum while gliding. effects from things like beam whacks and weapons collisions would linger until the pilot corrected them (at least while in glide mode). it would probably cap the max turn rate that the pilot can induce separately from the maximum torque induced by external forces. also would it be possible to have a flag to allow the moment of inertia to apply to all applied torque to the ship (including turning rates). i find doing the same with scripting to give ships much more character as far as maneuvering goes.
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Offline chief1983

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Re: angular glide, moi, and other torque related physics
It seems full manual correction wouldn't be necessary considering it seems the computers are more than capable of handling those types of corrections already.  Although I suppose mods with less advanced intertia control computers would get a nice effect.
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Offline headdie

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Re: angular glide, moi, and other torque related physics
It seems full manual correction wouldn't be necessary considering it seems the computers are more than capable of handling those types of corrections already.  Although I suppose mods with less advanced intertia control computers would get a nice effect.

but then as you say we already have aircraft that handle split second adjustments to the point where the flying wing is has been possible since the 80s biggest example being the B2 with fighters like eurofighter are designed to be aerodynamically unstable using computers to correcting several times a second
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Offline Herra Tohtori

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Re: angular glide, moi, and other torque related physics
but then as you say we already have aircraft that handle split second adjustments to the point where the flying wing is has been possible since the 80s biggest example being the B2 with fighters like eurofighter are designed to be aerodynamically unstable using computers to correcting several times a second

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Anyway, having full physics support for angular momentum as well as linear would be necessary for things like atmospheric flight extension, regardless of how well the ship is stabilized by on-board computers.
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Offline Dark RevenantX

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Re: angular glide, moi, and other torque related physics
Luckily, the math behind it is really quite simple.  I'd like to see this put in practice, especially for things like ship collisions and impact damage.

  

Offline Nuke

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Re: angular glide, moi, and other torque related physics
applying moi to torque is as simple as a matrix vector multiply
torquevec * moi matrix = angular acceleration

torques can be computer from linear forces and summed up to convert a linear force to a torque just requires getting the cross product of the force vector with the vector offset from the cg:
forcevec X position

basic stuff :D

of course the idea was kinda for semi-newtonian, for technical reasons caps would have to be added (play orbiter then set time compression really high and fire a thruster to see why :D ). same kinda limits normal glide has.

It seems full manual correction wouldn't be necessary considering it seems the computers are more than capable of handling those types of corrections already.  Although I suppose mods with less advanced intertia control computers would get a nice effect.

intresting you mention that. it would be kinda cool to have a stabilizer subsystem that you need for normal flight, if it gets damaged or disabled then youre stuck in glide mode :D
i also kinda wanted a force glide mission flag.
« Last Edit: March 16, 2010, 07:34:41 pm by Nuke »
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