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Author Topic: THANCS - a Newtonian space TBT  (Read 56870 times)

ekolis

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Re: THANCS - a Newtonian space TBT
« Reply #645 on: December 17, 2013, 11:36:52 pm »

Edit: Oh yeah, Girlinhat, one of my ships is going to "Like the star fox bosses"  Able to do a 180 in one turn, just like some of your ships. 


Speaking of Star Fox bosses...


http://www.urbandictionary.com/define.php?term=star+fox+boss


That's right, I got "Star Fox boss" into Urban Dictionary! :D
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alamoes

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Re: THANCS - a Newtonian space TBT
« Reply #646 on: December 18, 2013, 03:37:55 pm »

I made a ship that can turn 360 degrees.  Why?  Because I cannot deal with non-symmetrical things.  :P

Spoiler (click to show/hide)

Also, is it possible to turn using your engines?  Because then that'd save a lot of space on my command ship.  Of course, my ship would be slower but, I could fit more inside of it.  I vaguely remember reading about the center of gravity affecting it. 
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #647 on: December 18, 2013, 04:38:47 pm »

It is.  Basically, imagine force being applied to an object along a line that would not pass through its center of mass.  The object would spin, and more the further the force is from the axis.  Now, if an equal force is put on the opposite side of the object in the same direction, the object won't spin but will go in a straight line with the momentum gained from both forces combined.  Therefore, by putting a drive pointing back on each side of the ship, you can accelerate forwards with both engines' force and also spin.

The "Starfury design" people talk about is placing a pair of engines, one foreward and one backward, on the ends of struts from each side of the ship.  This allows great turning, and both forwards and backwards acceleration.
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alamoes

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Re: THANCS - a Newtonian space TBT
« Reply #648 on: December 18, 2013, 06:03:58 pm »

Yeah, I understand the physics, but I just wanted to make sure, testing now. 
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #649 on: December 18, 2013, 06:10:03 pm »


Valid combinations of thrusters for turning include straight line (EG: N+S) and Y shapes (EG: S+NE+NW) that provide a net torque.
The more off-center the thruster, the more it can provide turn rate, but the less effective it will be at actual acceleration.  Pairing up symmetrical thrusters allows you to have the best of both worlds, since individually they have lots of torque, but combined the have zero torque and 100% efficiency (Efficiency is shown in brackets after the accel number).

Note:
For game physics here, thruster based turn rate is limited to that which you can accomplish without any net acceleration.


To turn clockwise, the ship can use the left side booster engine, plus the right side retro thruster.
Since there is equal thrust north and south, the ship doesn't drift (1N + 1S = 0), but because the two thrusters provide lots of torque on a long arm, the ship can spin really fast.

If one of the retro thrusters is destroyed, then it will only be able to turn well in one direction.

If both are destroyed, then it has to resort to using the two small splayed thrusters (facing NE and NW) plus one of the forward boosters at maybe 5% thrust to get the turning torque  (1S + 1NE + 1NW = 0).  That works out to about 0.35 turn rate (when you count the fact that the fury is lighter after the engines are gone), which sucks, but is better than nothing and will let you get home eventually :)
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alamoes

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Re: THANCS - a Newtonian space TBT
« Reply #650 on: December 18, 2013, 06:16:20 pm »

Ok, I understand now.  And here I was going to create a game to test it in.  Oh well, guess my command ship needs those gyros I put on it.    :-\'

I'm going to test docking.  No don't give me any hints.  Takes the fun out of learning myself.  :P
« Last Edit: December 18, 2013, 06:19:45 pm by alamoes »
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #651 on: December 18, 2013, 06:53:05 pm »

Good luck!
Might be a good idea to have a spacedock so you can weld back on all the bits you accidentally tear off your ship during docking training :D
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alamoes

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Re: THANCS - a Newtonian space TBT
« Reply #652 on: December 19, 2013, 09:36:57 pm »

Well, apparently the game I started has an error?  Should I restart?
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Crowe~

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Re: THANCS - a Newtonian space TBT
« Reply #653 on: December 20, 2013, 04:17:27 am »

Alamoes, try editing your game details.

Change Mod to : Stock THANCS v3, then clear the hold and try again.

v0 is an obsolete version, I think SJ had problems trying to delete it from the mod list.
« Last Edit: December 20, 2013, 04:19:43 am by Crowe~ »
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #654 on: December 20, 2013, 02:16:36 pm »

I've changed the mod version for you on PBW.
All you have to do now is click the "click here to release the hold" link (or whatever the exact text is) on your game to let the autohost take another crack at it.
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #655 on: December 22, 2013, 09:46:27 am »

Does disabling explosive bolts take no CnC?  I am able to order 6 disabled on a ship with only 4 free CnC without the CnC counter counting them; will this work, or is it a UI bug and some actions will be randomly not taken?
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Crowe~

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Re: THANCS - a Newtonian space TBT
« Reply #656 on: December 22, 2013, 11:10:50 am »

Disable costs zero CnC.
You can disable every component on your ship in 1 turn if you wanted.

Also, If you thrust and change heading this turn you disable the bolts, those headings and speed changes will apply to the components that separate from the ship as well as the ship.
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #657 on: December 22, 2013, 11:13:33 am »

Disable costs zero CnC.
You can disable every component on your ship in 1 turn if you wanted.

Also, If you thrust and change heading this turn you disable the bolts, those headings and speed changes will apply to the components that separate from the ship as well as the ship.
To specify, acceleration occurs before deactivating.
Quote from: Turn Order
Turn Action Order Summary:
Acceleration (including spin)
Component Disables
Weapon firing (requires stored energy)
Design and Construction of new ships
Component Enables
Repair/Regen orders (requires stored energy if applicable)
Docking
Scrapping
Fragmentation (components with <= 0 hp are removed)
(Turn Physics)
Ships without CnC remaining are disowned.
Net energy is added to storage, and capped at maximum capacity.
Blackouts; if energy is negative, energy using components get force-disabled and their power use refunded.
Acceleration recharge (requires energy storage)
Weapon recharge (requires stored energy) & Construction point increases (energy cost applied in step B/C, can run straight from reactor)
Movement at new speed
Rotation due to spin rate, spin rate is reset to zero.

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #658 on: December 22, 2013, 02:30:06 pm »

The disable step is a prerequisite to separation, but the ship remains in one whole and functional piece until the fragmentation step.

If you were to enable a clamp or dock capable of holding the part while you disable the bolts, the part would remain attached to the ship despite the short period of nothing holding it on.
You could also enable a computer on the separating part at the same turn you blow the bolts, to make sure it stays under your control.
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #659 on: December 22, 2013, 08:01:09 pm »

Well, this is not good for the southeasters...
Ekolis has let that megamissile get within 3 turns of his base without building any point defenses at all.
With 5 Nukes and an EMP, this is an End Bringer MIRV missile.

One sniper in range with 2 medium laser shots isn't going to be enough.  10000 to 1 odds on it killing a max of 3 of the 5 nukes.

There's only $700 + $900 available in the two fabbers after building that $5k scavenger... probably should have spent it on a PD boat or maybe an armor ring.

A speed 2NE+2SE anti-missile would have been enough to hit if it had been built last turn (with 2 turns of accel for the intercept), and there could have been two of them built.
Now, it needs to be a speed 6+6 missile (for a 1 turn intercept) costing under $900 which I'm pretty sure is impossible due to large thruster prices.

Light laser drones could still be built but will only get one volley each since they don't have time to move more than a hex or two.

I'm thinking Ekolis' best bet might be to build loose light lasers to dock and fire directly from the base's spacedocks.

Its still long odds against no matter what he does
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