Author Topic: Mass and Rotation  (Read 3285 times)

Offline DKealt

  • Posts: 110
  • Cookies: 4
Mass and Rotation
« on: August 29, 2008, 10:33:02 AM »
As a patch up on all the old Stargate ship script having a problem determining how to scale and set up a ships mass and rotational inertia,

mainly with probs such as the hiveship, with no shields, when its fire on by a superior ship, it shakes about like a rattle, looks ridiculous and is a pain to move when ur flying the ship.

this problem applies to al ships, especially using multivectral shields, when they get low the more they're fired on the harder the ship becomes to control with it being knocked around too much by weapons

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: Mass and Rotation
« Reply #1 on: August 29, 2008, 11:49:31 AM »
Is there a question in there someowhere? ;)

Offline Dalek

  • Posts: 1529
  • Cookies: 206
Re: Mass and Rotation
« Reply #2 on: August 29, 2008, 12:20:42 PM »
I think the question might be, "can we sort this out" or "can you tell us how to sort it out"?

If not, I'll leave quietly...
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: Mass and Rotation
« Reply #3 on: August 29, 2008, 01:32:29 PM »
High mass means more inneartia (sp) meaning it will take some pounding to move by weapons fire. ;)

A high angular velocity means nimble-ness, meaning it can turn on a dime. But innertia may keep it moving regardless.

And I think the multivectral shielding comment needs to be combined with the first one, when unshielded ships get a pounding. Well, you would get that regardless if it had multivectral shielding or not. When a shield vector fails that is, in fact, you would have had a shield vector (or more) fail already if you didn't have multivectral shielding.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Mass and Rotation
« Reply #4 on: August 29, 2008, 03:40:56 PM »
Ah yeh, sory for the confusing way i put that first comment, basically yes uv answered my question.

With ships like the hive i had high mass and inertia meaning then that when it did move due to weapons fire, the high inertia makes it keep going, i think anyway

So if im right in understanding, only increasing the mass will actualy prevent rotation caused by weapns fire?

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: Mass and Rotation
« Reply #5 on: August 29, 2008, 04:54:36 PM »
Yes in theory that should be the case. But it won't prevent it entirely, only reduce it.

High inertia would also be consistent for a ship of that size along with a low angular velocity.

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Mass and Rotation
« Reply #6 on: August 29, 2008, 08:24:03 PM »
Just for reference how big is a "big" number

ie. what would an ideal figure be for a Galaxy or Sov starship?

Theoreticlly i should be abe to guestimate the rest from there

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: Mass and Rotation
« Reply #7 on: August 30, 2008, 07:56:09 AM »
Ok, here's the settings from the Jem'Hadar Planetary Assault Ship;
Mass:9600
Rotational Inertia:150000

This thing doesn't appear to move when hit by multiple projectiles, so should give you the effect you want.

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Mass and Rotation
« Reply #8 on: August 30, 2008, 10:05:02 AM »
Cool thanks very much ill give it a try!!!

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: Mass and Rotation
« Reply #9 on: August 30, 2008, 10:17:12 AM »
Np, I should point out that this ship is very difficult to manoeuvre as a result!

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Mass and Rotation
« Reply #10 on: August 30, 2008, 11:05:08 AM »
Actuallyth porob still occurs, i think the prob is that no matter how high the mass value is,the ship still suffers from critical hits that result in rotation, and ironically i thinki found that the higher the inertia is the harder it is to recover from,

it's such a pain!!!

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Mass and Rotation
« Reply #11 on: August 30, 2008, 11:11:37 AM »
Ok the best thing iv foundis to hav a high set mass, and with 0 inertia, this prevents the ship rattling.

The prb still persists though, now instead of rattling, when undr fire, the ship just refuses to move!!!