Axefire
Posts: 15
Joined: 4/19/2010 Status: offline
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quote:
ORIGINAL: Alex Gilbert 1. True, there is a law of diminishing returns but I think that is appropriate. As for thrust, some more advanced engines have lower thrust but may be smaller/more efficeint (thrust per energy). 2. Turning rate is determined by your maneuvering engines rather than main thrust engines. As the ship gets bigger, turn rate decreases, so yes, you could see turn rate decrease with additional engines. That much I have already found out. Was asking if somebody figured the actual formula. quote:
ORIGINAL: Fishman I imagine acceleration is a straightforward F=MA deal, although as you add engine, you increase not only F, but also M, so the increase will be nonlinear. "Top Speed" is somewhat more arcane, mostly because it has no real-world counterpart as such a thing does not exist in space. There is a problem with the choice of terms used in DW. Engine specs uses the term "thrust." In physics thrust is force or F=MA as you have said. However, the design window shows the "speed" (velocity to be more precise), which can be deduced to be V=TotalThrust/TotalMass. This means that the "thrust" should really be "impulse," Impulse=MV. The question now is how is the "acceleration" computed in the DW realm? quote:
ORIGINAL: Rustyallan At some point you'll add an engine, and your speed will go down due to the extra mass. Add an extra reactor and it'll start going up again. Somewhere in the calculation is the energy supplied from the reactors. I've played around and just added a couple reactors WELL over my static usage and watched the acceleration and turning rate increase. When I mentioned that there is a "diminishing return" for each additional engine, the incremental mass was compensated. In other words, the mass was made constant by adjusting other components. I am wondering if anybody was able to figure out the formulae for the acceleration, rotation rate and stealth (galactopedia formula seems to be not consistent with the design window number).
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