Author Topic: Bridge Commanders "Mass" Property  (Read 1926 times)

Offline Rob Archer

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Bridge Commanders "Mass" Property
« on: March 31, 2008, 12:09:09 AM »
Does anyone know what 1 Mass Unit in bridge commander is the "Real World" Equivalent

so how many BC Units Make up 1 Metric tonne?

From the Hardpoints:
Code: [Select]
Akira.SetMass(70.000000)

I need to figure this out so that i can work up a conversion formula so that ships can have accurate impulse engine power outputs

teeth_03

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Re: Bridge Commanders "Mass" Property
« Reply #1 on: March 31, 2008, 01:29:45 AM »
to add a question

theres a property called something like angular inertia...how much does this effect the over all manuverability?

Picard_1

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Re: Bridge Commanders "Mass" Property
« Reply #2 on: March 31, 2008, 02:16:15 AM »
@Rob Archer
I don't believe there is a direct relation between mass in Bridge Commander and real physics.

Moreover, impulse drive is a fictional type of propulsion and therefore has no real value in physics.
Since I can't use real world physics, I base properties for all ships using a base amount for one ship
that seems suitable for simulation e.g., Constitution has a mass of 100, speed of 5000 kph, and an acceleration of 2.

@teeth_03
The max.angular velocity is the speed at which the object rotates on its axis. Max.angular acceleration
is the rate of change in angular velocity over time. I don't entirely understand these properties in physics, but
a positive increase will result in faster turning rates. Give both properties a negative value for an interesting
result.

Offline Nighthawk

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Re: Bridge Commanders "Mass" Property
« Reply #3 on: March 31, 2008, 06:59:47 AM »
there's actually no significant value for it.
it's more of a comparison field.
in colissions (stock BC) the lower mass object gets bounced off the higher mass object. the difference between them, plus the speed and direction of the incoming object gives the value of how far and how fast the lighter object will bounce.
in KM that was replaced to give a Nemesis style of colission, without bounce, but rather a dampened crash.

to give a good setting, it all comes down to acceleration and angular speed.
10 of max speed will give around 5600/6000 kph at full impulse, at 100% power.
10 of acceleration means reaching 10 of speed at 100% in about 3 or 4 seconds.
(by eye-o-meter, after using MPE a LOT :P)
have in mind that even the lighter ships are about tens or hundreds (or even thousands) of metric tons. the bigger ones are about tens of millions. starbases are off billions or more 0.0
(on a quick balance guide, I set the Galaxy as Mass=4600. it weights 4600000 metric tons. using memory-alpha or another trek database, I got the relations for other ships by using Galaxy=1)

dunno, MLeo or Mark correct me in the colissions part....