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ZK456

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  1. Oh I see. I have to complete a few things, but I did the crew requirements and everything for trinium components. About thrusters/engines/dampeners, the basic idea is that thanks to Newton, F=M * a. So, a = F/M. But, F is linearly proportional to the volume of engines/thrusters/dampeners, and that volume can be expressed in terms of mass like Mengines = p * V. In the end, a = Mengines / M * C, with: Mengines = mass of the engines M = total mass of the craft C is a constant that depends on the material you use for thrusters/engines/etc, to take p (the volumetric density) in account. Let's take trinium engines. If you make a ship that is only an engine (so Mengines/M = 1), its thrust will be 1904.8 m/s². 1904.8 m/s² is what I call the base acceleration value (e.g. the constant C), for the trinium engines. That value changes with material, because aengine= Fengine/Mengine but Mengine changes with the material used (p is different) whileFengines stays the same across all materials. Now, if you make a ship in which Mengines = 0.5 * M (so engines represent 50% of the craft's total mass), the acceleration will be 0.5 * 1904.8 = 952.4 m/s². If it's 10%, then the acceleration will be 0.1 * 1904.8 = 190.48 m/s² and so on. You could say that for each % of trinium engine against the craft's total mass, it gains 19.048 m/s² of thrust. Works the same way for dampeners and thrusters, only that the base value is different. Finally, roughly speaking in terms of force (for a 1x1x1 block): Fengine ~ 20 MN Fdir.thruster ~ 12.5 MN Fomni.thruster ~ 4.9 MN for the three axis XYZ, if it's a cube Fdampener ~ 54.4 MN
  2. What would be left to do apart from HS cooldown? Cargo bays & fighters, thrust/braking thrust calculations have been done, and all the other stuff is linear. Maybe max velocity?
  3. Just dropped by to thank you for taking the time to find out the formula :) That must have taken some time. Up until now, I used an approximation that worked well enough (like 1% error margin), but it's good to have the exact stuff. Do you know if there is also an exact formula for hyperspace cooldown vs mass, and how the game convert torque produced by thrusters and gyros to radial speed? The hyperspace cooldown/mass ratio is not linear, and I don't see how to use the usual formulas involving torque and moment of inertia because it gives you the angular acceleration and the game displays the angular speed...
  4. Yeah that would be nice, especially when you need like 5000+ engineers to be at 100%. By the way, auto-assigning officers (sergeants, lieutenants, ...) automatically when you hire crew would be nice too.
  5. Hmm maybe you're right and it works like the 'max velocity' stat on the main engines, but I have my doubts about that. I'll try this on a ship with a huge moment of inertia to check if that's the case. It's not really an issue for small-ish ships (like anything under 8-10 slots). But since the moment of inertia basically goes up with the square length on each axis (assuming uniform density), it really starts to become difficult to get maneuverable ships once your core (shields, generator, ... all the heavy stuff) already occupies something like a 50^3 cube. I get that this is physics, and it is normal, but I would like a way to properly estimate the amount of thrusters and gyro to attain a certain angular acceleration/speed. P.S.: I believe the camera leads the ship for every direction you face (since there is a time needed four your ship to adjust it's angles), it's just that somehow it's more visible while rolling.
  6. Hi everyone! First of all I wanted to say congratulations for creating this awesome game! I spent many hours designing ships, and I particularily enjoy how physics are handled. Coming from KSP, Avorion ship design may not be as accurate but it is still 'arcadey' for most people to get in the game quickly, while being complex enough to give a good challenge if you want to optimize your ships. Good balance if you ask me. That being said, there is something I don't understand, and sorry if I'm in the wrong section. Suppose you have a ship with thrusters, built along the X axis and facing the Z axis. They give your ship braking speed by providing an acceleration -or in that case, deceleration- to your ship's mass. Like 120 m.s-2 to 150.000 tons. So they apply a force in Newtons. They also give your ship turning capabilities around the Y axis (yaw) by applying torque, yet, the game display a value in rad/s, which kinda makes no sense (or maybe I suck at physics?) It seems that the game engine handle angular acceleration (I measured rpms/t and time to stop), even if angular speed is somehow capped. So my question is: what does the values for pitch/yaw/roll correspond to? 1s of acceleration? And my suggestion is: could the game display angular acceleration instead of velocity?
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