DickTurpin said:dragoner said:Take a physics class, you'll understand then:
From Newton's second law of motion, we can define a force F to be the change in momentum of an object with a change in time. Momentum is the object's mass m times the velocity V. So, between two times t1 and t2, the force is given by:
F = ((m * V)2 - (m * V)1) / (t2 - t1)
http://www.grc.nasa.gov/WWW/K-12/airplane/thrsteq.html
What is your mass again? That is your first side of the calcs, then you have to slow it down, don't forget to include the effect of the gravity wells and vector on both sides. :wink:
I'm sure players will love you for this.
Of course, if the goal is just to determine position and velocity, then mass and force are both unnecessary. If we were computing the energy requirements for the motion both are critical, but for the sake of our sanity let's not go there. Given the assumption that the power plant and maneuver drive can provide the force needed to accelerate the ship at the stated rate the computations become quite simple; all you need is current position, direction, and velocity and apply the acceleration and direction to find the new values for each turn.
I would highly recommend using a spreadsheet to keep track of it all, especially if one or more ships is firing missiles while franticly dodging all over the place as you can very quickly have dozens of individual objects to track.
If you are just speaking of kinematics, yes; however if including dynamics, mass is still important. Esp when figuring change in vector and external forces, etc.:
Forward Dynamics
For applications such as games and simulations of normal objects we can use Newtonian mechanics (as opposed to relativity or quantum mechanics)
Newton defines 3 laws (here defined in terms of particles):
1.If no forces act on a particle, the particle retains its linear momentum.
2.The rate of change of the linear momentum of a particle is equal to the sum of all forces acting on it.
3.When two particles exert forces upon each other, these forces are equal in magnitude and opposite in direction.
These laws can also be applied to rigid bodies by assuming that the forces are acting on the centre of mass of the object. Assuming that the mass is constant then the second law becomes:
force = mass * acceleration
For example, if the object is under the influence of gravity then: force due to gravity: force in Newtons= mass * 9.81
Euler extended these laws to include rotation. So there are equivalent laws for rotation such as:
torque = inertia * angular acceleration.
When working in three dimensions we can formulate these equations using vector and matrix notation, (see inertia).
http://www.euclideanspace.com/physics/dynamics/index.htm