strooka wrote:lets discuss an exaple:
ship 1 flys 5 meters/sec ->accleration 1/2 meter
ship 2 flys 10 meters/sec -> accleration 1 meter
A better set of figures would be:
Ship 1 - Maximum Speed: 5 units/round (u/r) - Maximum Acceleration: 5 units/round^2 (u/r^2)
Ship 2 - Maximum Speed: 10 units/round (u/r) - Maximum Acceleration: 10 units/round^2 (u/r^2)
since this means that the ship can reach maximum velocity in a single turn, starting from 0.
"Round" refers to one turn of combat, and is used to avoid confusion with the other sense of the word "turn", which is changing the direction of the ship's velocity.
strooka wrote:ship 2 flys with 5 meters/sec in direction (100,0,0)
player points to direction (0,100,0)
= ship 2 flys with 5 meters /sec in direction (100,0,0)
and with 5 meters/sec in direction (0,100,0)
(since it can fly 10 meters/sec)
orientation (100,100,0) ? or (0,100,0) ?
what if ship 2 wlys already with 10 meters/sec ?
it cant change direction.
result: the ship won't fly to the coordinates the player points to.
The player doesn't have direct control over the details of the ship's movement. The player will define a point that he wants the ship to go to, and the ship will go there as efficiently as possible. The player cannot directly control the ship's speed. If a ship is ordered to escort a slower ship, it will automatically slow down to match the speed of the slower ship when it reaches it.
It's probably a lot easier to talk about this in degrees or radians... What you're saying is that the ship is flying straight forward (90 degrees) and is then given a new movement order. To carry out this order, it needs to make a 90 degree turn to the right.
This means it needs to stop moving forward and start moving to the right, which means that it needs to accelerate backwards and to the right (315 degrees). It can only exert an acceleration of 10 u/t^2. Since this acceleration is directed at 315 degrees, both the x and the z components of the acceleration will be less than 10 u/t^2. As such, it will take the ship about 1.4 rounds to complete the turn, at which point it will be moving at full speed to the right: 10 u/t, 0 degrees.
Basically, the ship will always go where it's ordered to go, and it will change the direction of its velocity in the most efficient way possible. There is no difference between turning, and accelerating from 0 to max speed - they are both just a change in velocity accomplished by the ship's acceleration in exactly the same way, and I don't see any good reason to have two separate values/types of acceleration for each ship, one for altering the vector component of velocity, and the other for just altering speed. A single value for acceleration which is used for
all changes in a ship's velocity should be adequate, unless it's shown to be otherwise.
Any acceleration that would increase the ship's speed above its maximum is forbidden.
thus enabling the ship to turn. Acceleration direction is irrelevant to ship facing. Instead, the facing of the ship model should change to conform as closely as possible with the direction of the ship's velocity, without doing dumb-looking things like changing directions instantaneously when a ship turns around.
sorry, ic can't figure out what you want to say.
What I'm saying is: don't think of the ship as having an "orientation". It isn't pointing in any particular direction. It has a velocity, and it can change that velocity with acceleration, and the direction of that acceleration is not related in any way to where the ship's engines are. The "orientation" of the ship model itself can be manipulated afterwards to give the impression that the ship's movements aren't arbitrary.
strooka wrote:or do you mean that:
enabling manevour engines:
-the player has pointed the ship to a destination.
-it flys to that destination accourding to its turn speed and
movement speed and acceleration speed.
-then the player wants to evacuate of a, say, non guided missile.
-he clicks another time on the ship enabling the manevour engines and tells the ship to move to the side while flying to its destination- the course will be modified, it becomes a thrust to the side.
this would be cool stuff
Since the player can conceivably be controlling thousands of ships in a single battle, detailed control over the ship's movement like that would be bad. The player tells the ship what to do and where, and the ship figures out how to use its acceleration optimally to get there.
strooka wrote:lets discuss the movement details:
-the player selects a ship - done.
-the player points to a direction.
how should i implement the movement details?
the easiest way would be:
(- when the grid is active, there could be a direct line painted to the destination point that is updated when the ship changes its position.)
- the evaluating round leasts, say, 10 seconds, or until the player stops the evaluating round to input new orders.
The turn, or "evaluating round", lasts 3-5 seconds (I'd say 3 for now), assuming optimal fps. There doesn't need to be a line between the ship and its destination. Whatever the selected ship's immediate target is can be highlighted, whether it's a ship that it has been ordered to attack, or a point in space that it has been ordered to move to.
strooka wrote:- and the ship would fly with the ship's speed and turn with the ship's speed towards the destination.
If by this you mean that "the ship moves to its destination as efficiently as possible", then yes, that's fine. If the ship has been ordered to attack another ship, it should try to stay within weapons range of that ship (different attack orders for ships can be added later, and will have to integrate some sort of individual-ship AI).
strooka wrote:- it don't need to reach the destination within the evaluating round
That's right.
edit: If you would really rather simulate some kind of "traction" in space for turning, that's OK, but all ships should still be able to make a particular turn in the same amount of time, regardless of max speed.