Gravitation
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Gravitation
Since I'm more or less a dummy in physics here is my question :
How shall I model gravitation into titans movement without making it too complicated. Lets assume gravitation will be from 0.1 to 9.9, 1.0 being earth like. How will vertical and horizontal movment be effected ? It isn't linear, is it ?
How shall I model gravitation into titans movement without making it too complicated. Lets assume gravitation will be from 0.1 to 9.9, 1.0 being earth like. How will vertical and horizontal movment be effected ? It isn't linear, is it ?
Hi Everyone. I'm back, mostly....
Larkin, on the gravity subject.
For the higher gravity ranges, it increases at the square of the increase so 1.2g is a 1.44x increase in power requirements for standing up or walking up/down hill. That isn't quite so for the reverse, because the mass remains the same and other factors can become more of an issue, like inertia. If I had a physics book in front of me (I'm at work), I could explain it better, but this is a start. Others out there want to chip in?
-Robinhood-
Larkin, on the gravity subject.
For the higher gravity ranges, it increases at the square of the increase so 1.2g is a 1.44x increase in power requirements for standing up or walking up/down hill. That isn't quite so for the reverse, because the mass remains the same and other factors can become more of an issue, like inertia. If I had a physics book in front of me (I'm at work), I could explain it better, but this is a start. Others out there want to chip in?
-Robinhood-
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PrinceCorrin
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I don't pretend to be a knowledgeable person so I would not be at all surprised if I was found to be wrong on some of these points. But, here goes.
Simply put gravitational differences affect not just how easy it is to jump, or how far. The actuators and gyros of a titan would be HUGELY affected by gravity, and would probably require recalibration for differences. Lower gravity would multiply inertia by a huge amount; higher gravity would decrease inertia. Gravity is a force that affects everything from standing up straight to how far a bullet will go. I'm going to try listing what gravity affects, as far as speed, and such. Assuming of course that the gyros and actators of a titan are perfectly calibrated to the current gravity.
Walking- Walking would not be affected to a large degree except in terms of speed and ease of movement, depending on the gravity. In a lower gravity for instance there would not be as much strain on the actuators to move the titan and falling would not hurt nearly as much. But movement skill checks would be more difficult because there would be a tendency to forget the low gravity and you might just end up falling in the opposite direction. In high gravity the nearly opposite would be true: titans would move slower and falling would hurt more, but skill checks would still be more difficult, because the jock would undercompensate, and fall a lot faster. Reaction would be a big difference here.
Running- Almost the same as walking, except faster in lower gravity, and slower in higher. Stopping would be much more difficult in lower gravity. Higher gravity would slow you down a lot.
Dodging- Same as running. Lower gravity would also make the quick jigging from side to side very difficult. Higher gravity would slow you down immensely.
Jumping- Jumping would require less power and would carry you farther distances in lower gravity. It would reguire more power and carry you shorter distances in high gravity. Landing would be much more difficult in both instances.
Crouching and Standing- The skill checks for crouching and standing would be much more difficult due to the inertial differences in high and low gravity.
Weapons- Cannon and missile range would be increased in low gravity, decreased in high gravity. I beleive energy weapon range would also be affected due to the thicker or thinner atmospheres that would result from such situations. In other words: on the moon ACs would go a loooooong way, and lasers would go much farther because of the lack of atmospheric particles which would interfere. But on Jupiter, or another high gravity world, the atmosphere that exists there is relatively proportional to it's increased gravity, thus reducing the range of energy weapons, while the high gravity pulls down projectiles.
That's just what I think. If I am wrong let me know. Hope I helped a little.
Later,
PrinceCorrin
Simply put gravitational differences affect not just how easy it is to jump, or how far. The actuators and gyros of a titan would be HUGELY affected by gravity, and would probably require recalibration for differences. Lower gravity would multiply inertia by a huge amount; higher gravity would decrease inertia. Gravity is a force that affects everything from standing up straight to how far a bullet will go. I'm going to try listing what gravity affects, as far as speed, and such. Assuming of course that the gyros and actators of a titan are perfectly calibrated to the current gravity.
Walking- Walking would not be affected to a large degree except in terms of speed and ease of movement, depending on the gravity. In a lower gravity for instance there would not be as much strain on the actuators to move the titan and falling would not hurt nearly as much. But movement skill checks would be more difficult because there would be a tendency to forget the low gravity and you might just end up falling in the opposite direction. In high gravity the nearly opposite would be true: titans would move slower and falling would hurt more, but skill checks would still be more difficult, because the jock would undercompensate, and fall a lot faster. Reaction would be a big difference here.
Running- Almost the same as walking, except faster in lower gravity, and slower in higher. Stopping would be much more difficult in lower gravity. Higher gravity would slow you down a lot.
Dodging- Same as running. Lower gravity would also make the quick jigging from side to side very difficult. Higher gravity would slow you down immensely.
Jumping- Jumping would require less power and would carry you farther distances in lower gravity. It would reguire more power and carry you shorter distances in high gravity. Landing would be much more difficult in both instances.
Crouching and Standing- The skill checks for crouching and standing would be much more difficult due to the inertial differences in high and low gravity.
Weapons- Cannon and missile range would be increased in low gravity, decreased in high gravity. I beleive energy weapon range would also be affected due to the thicker or thinner atmospheres that would result from such situations. In other words: on the moon ACs would go a loooooong way, and lasers would go much farther because of the lack of atmospheric particles which would interfere. But on Jupiter, or another high gravity world, the atmosphere that exists there is relatively proportional to it's increased gravity, thus reducing the range of energy weapons, while the high gravity pulls down projectiles.
That's just what I think. If I am wrong let me know. Hope I helped a little.
Later,
PrinceCorrin
I see your lips moving, but all I hear is: Blah Blah Blah, I'm a friggin moron.
Easier Corrin, I do need it much easier. I don't want a a complete physical modell. I appreciate your efforts, can you do a bit more generic so I don't have to factor each tiny bit but only BIG effects. I shudder thinking about changing all weapon ranges, doing it different for cannons, energy and missiles. Think in terms of programming efforts and tell me what should be in and what can be neglected as cosmetic detail.
It would be nice to not change only movement but it should also AND FOREMOST be easy to do. Otherwise WS will be available winter 2002. I would appreciate an effort by players to help me code it as I DO NOT have even time to think about the details. Its point 26 on my to do list <img src="wink.gif" border="0">
It would be nice to not change only movement but it should also AND FOREMOST be easy to do. Otherwise WS will be available winter 2002. I would appreciate an effort by players to help me code it as I DO NOT have even time to think about the details. Its point 26 on my to do list <img src="wink.gif" border="0">
Ahh, physics. I love this stuff. <img src="smile.gif" border="0">
A gyro, albeit a bit clumsy to install in a battle vehicle, is nothing more than a "compass", so to speak. It always tells you exactly which way is up and where the north is. The gyro ITSELF doesn't help in any way to keep your titans from falling down but all the sensors that measure deviations and the engines that try their best to counteract those measured deviations. In other words, gyro is unaffected by gravity.
For those interested in the principle, here's a lot more detailed info :
http://www.howstuffworks.com/gyroscope.htm
As for movement, gravity certainly has quite a major effect on it. But what effects exactly?
Too low gravity makes you battle the inertia, meaning that your precision needs for stability sensors just went through the roof. For example, were it not for the strong stabilizing effect of the viscous water, walking underwater would be REALLY tough. Heavy-G just requires more power, but isn't necessarily hard at all due to lessened impact of inertia.
Contrary to PC's statement, you'd be a lot SLOWER in low-g conditions. We're talking titans that walk & run, right? Any step is basically a controlled jump, right? The catch here is that you can't jump at 0 degree angle, so there's always the 'UP' force vector component present. Which means that eventually you'll be waiting a LONG time before you can jump again, floating several meters above ground most of the time. Naturally, the reverse applies for Heavy-G.
So, in game terms :
-Movement speed goes UP as the gravity goes UP. Structural limitations (joint wear and tear etc) and power available limit the maximal speed, so better stock up on those PUs and heavy-duty spare joints before landing on that Heavy-G planet..
-Lower gravity means a lot tougher piloting skill checks under all circumstances, but you'll take less damage if you fail it.
-Jumping up would be faster in low-g, jumping down in heavy-g. Jump time longer in low-g, and propably impossible in heavy-g unless your JJ is strong enough to lift you off the ground.
-Both low and heavy-g would worsen your chances to hit with cannons or unguided missiles (Battle computer has to compensate), maybe extreme low-g could give a small range bonus while heavy-g would lessen the max range? Energy weapons and guided missiles would be unaffected.
-Climb rates should be reduced for Heavy-G conditions and raised for low-g.
-DfA damage would be a lot higher in Heavy-G. (Normal charges are indirectly affected via move speeds, no need to doublecompensate.)
When in doubt, it helps to think in terms of low-g = slow and gentle; and heavy-g = fast and brutal.
A gyro, albeit a bit clumsy to install in a battle vehicle, is nothing more than a "compass", so to speak. It always tells you exactly which way is up and where the north is. The gyro ITSELF doesn't help in any way to keep your titans from falling down but all the sensors that measure deviations and the engines that try their best to counteract those measured deviations. In other words, gyro is unaffected by gravity.
For those interested in the principle, here's a lot more detailed info :
http://www.howstuffworks.com/gyroscope.htm
As for movement, gravity certainly has quite a major effect on it. But what effects exactly?
Too low gravity makes you battle the inertia, meaning that your precision needs for stability sensors just went through the roof. For example, were it not for the strong stabilizing effect of the viscous water, walking underwater would be REALLY tough. Heavy-G just requires more power, but isn't necessarily hard at all due to lessened impact of inertia.
Contrary to PC's statement, you'd be a lot SLOWER in low-g conditions. We're talking titans that walk & run, right? Any step is basically a controlled jump, right? The catch here is that you can't jump at 0 degree angle, so there's always the 'UP' force vector component present. Which means that eventually you'll be waiting a LONG time before you can jump again, floating several meters above ground most of the time. Naturally, the reverse applies for Heavy-G.
So, in game terms :
-Movement speed goes UP as the gravity goes UP. Structural limitations (joint wear and tear etc) and power available limit the maximal speed, so better stock up on those PUs and heavy-duty spare joints before landing on that Heavy-G planet..
-Lower gravity means a lot tougher piloting skill checks under all circumstances, but you'll take less damage if you fail it.
-Jumping up would be faster in low-g, jumping down in heavy-g. Jump time longer in low-g, and propably impossible in heavy-g unless your JJ is strong enough to lift you off the ground.
-Both low and heavy-g would worsen your chances to hit with cannons or unguided missiles (Battle computer has to compensate), maybe extreme low-g could give a small range bonus while heavy-g would lessen the max range? Energy weapons and guided missiles would be unaffected.
-Climb rates should be reduced for Heavy-G conditions and raised for low-g.
-DfA damage would be a lot higher in Heavy-G. (Normal charges are indirectly affected via move speeds, no need to doublecompensate.)
When in doubt, it helps to think in terms of low-g = slow and gentle; and heavy-g = fast and brutal.
--
Jukka Mikkonen a.k.a. Sir Rechet
Jukka Mikkonen a.k.a. Sir Rechet
If the power consumption remains the same then the speed changes with gravity. Simply dividing the speed by gravity (or its square root) will give you a good range of speeds.
Skill checks can be modified by dividing dexterity or other mods by gravity, that would have to be tweeked to get reasonable results.
In general I think movement should just be easier at lower gravity, I don't think astronauts have particular problems when on spaceships or so on. It just makes movement less precise. This could be reflected by making reaction worse.
Hope this is useful <img src="wink.gif" border="0">
[ November 22, 2001: Message edited by: ste_mark ]</p>
Skill checks can be modified by dividing dexterity or other mods by gravity, that would have to be tweeked to get reasonable results.
In general I think movement should just be easier at lower gravity, I don't think astronauts have particular problems when on spaceships or so on. It just makes movement less precise. This could be reflected by making reaction worse.
Hope this is useful <img src="wink.gif" border="0">
[ November 22, 2001: Message edited by: ste_mark ]</p>
ste_mark,
Those astronauts at low-g (either on the Moon or in space stations) do have severe problems with movement at first. Go check any documentary about the first moon walks and see how those poor astronauts tumble on their noses (or backs) most of the time until they learned that hopping around is the easiest method of movement in there. Walking in zero-g is impossible, you need some sort of surfaces to drag yourself around.
An easy example : Run as fast as you can and then try to stop. While you're slowing down, you'll naturally lean backwards so that you don't tumble down, but not too much so that you don't slip. If you run downhill, slipping is even more of an issue.
In low-g, you'd have to lean back so much that you'd eventually slip no matter what -> you'd have to stop your movement slower. In heavy-g conditions, you don't need to lean much at all and still practically stop on a dime.
Now, consider a heavy cannon hit, giving you lots of unbalanced energy you need to compensate very fast... And you see the point where I'm getting at.
Those astronauts at low-g (either on the Moon or in space stations) do have severe problems with movement at first. Go check any documentary about the first moon walks and see how those poor astronauts tumble on their noses (or backs) most of the time until they learned that hopping around is the easiest method of movement in there. Walking in zero-g is impossible, you need some sort of surfaces to drag yourself around.
An easy example : Run as fast as you can and then try to stop. While you're slowing down, you'll naturally lean backwards so that you don't tumble down, but not too much so that you don't slip. If you run downhill, slipping is even more of an issue.
In low-g, you'd have to lean back so much that you'd eventually slip no matter what -> you'd have to stop your movement slower. In heavy-g conditions, you don't need to lean much at all and still practically stop on a dime.
Now, consider a heavy cannon hit, giving you lots of unbalanced energy you need to compensate very fast... And you see the point where I'm getting at.
--
Jukka Mikkonen a.k.a. Sir Rechet
Jukka Mikkonen a.k.a. Sir Rechet
Fine Jukka,
since you seem to best physician here why don't you put your ideas in some SIMPLE formulas. See how BIG I wrote SIMPLE <img src="wink.gif" border="0">
Something using gravity ( 1.0 being earth like ) effecting move time, jump height, skill checks or whatever. Something clean and SIMPLE. So easy that I only need few keystrokes to do it in battle ! I think it could be a nice addition but I should be SIMPLE.
Riddle : Which is the primary attribute of the needed formulas ?
since you seem to best physician here why don't you put your ideas in some SIMPLE formulas. See how BIG I wrote SIMPLE <img src="wink.gif" border="0">
Something using gravity ( 1.0 being earth like ) effecting move time, jump height, skill checks or whatever. Something clean and SIMPLE. So easy that I only need few keystrokes to do it in battle ! I think it could be a nice addition but I should be SIMPLE.
Riddle : Which is the primary attribute of the needed formulas ?
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Peter Yearsley
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I was thinking about this, and breaking the effects up into different areas. Effect of falls first:
1 Increased g means increased acceleration due to gravity: 2g is twice the acceleration. Damage due to falling on the ground comes from decelerating to stationary. The force felt by the titan and jock would be directly related to the g force (force=mass times acceleration). As a rough approximation, you could say that damage due to a fall is directly related in the same way. Modifications to the cockpit to reduce jock damage should be simple and relatively cheap (neck and spine supports, surrounding jock with liquid-filled bags), so you could simply assume that jock damage is less than predicted.
So damage to titan due to fall = G x normal damage
and damage to jock due to fall = G x normal damage / protective factor
***
More later
1 Increased g means increased acceleration due to gravity: 2g is twice the acceleration. Damage due to falling on the ground comes from decelerating to stationary. The force felt by the titan and jock would be directly related to the g force (force=mass times acceleration). As a rough approximation, you could say that damage due to a fall is directly related in the same way. Modifications to the cockpit to reduce jock damage should be simple and relatively cheap (neck and spine supports, surrounding jock with liquid-filled bags), so you could simply assume that jock damage is less than predicted.
So damage to titan due to fall = G x normal damage
and damage to jock due to fall = G x normal damage / protective factor
***
More later
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Peter Yearsley
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Next section:
2 Effects on Energy Weapons
You could approximate to there being no direct or indirect effects due to gravity ... unless you want the thicker atmospheres to reduce range (cloud and suspended particles).
In the latter case, the effect is likely to increase exponentially with g (from zero G, zero atmosphere, through the level we think of as normal, and upwards to your 9.9g maximum). If we arbitrarily say that a beam weapon’s range is reduced by 30% in an atmosphere under 10g), then the range is given approximately by R = (6 G squared ) plus 94,
( where R is range as a percentage of the normal 1g range; and G is gravity as a multiplier of normal 1g).
(I wouldn’t bother.)
3 Effect on Flame throwers
Assume that the stuff that’s squirted includes its own oxidant, so you don’t have to worry about changes in oxygen level in different atmospheres.
You will get a range alteration with gravity, which you could assume is similar to that for guns.
So treat a flame thrower as gun.
2 Effects on Energy Weapons
You could approximate to there being no direct or indirect effects due to gravity ... unless you want the thicker atmospheres to reduce range (cloud and suspended particles).
In the latter case, the effect is likely to increase exponentially with g (from zero G, zero atmosphere, through the level we think of as normal, and upwards to your 9.9g maximum). If we arbitrarily say that a beam weapon’s range is reduced by 30% in an atmosphere under 10g), then the range is given approximately by R = (6 G squared ) plus 94,
( where R is range as a percentage of the normal 1g range; and G is gravity as a multiplier of normal 1g).
(I wouldn’t bother.)
3 Effect on Flame throwers
Assume that the stuff that’s squirted includes its own oxidant, so you don’t have to worry about changes in oxygen level in different atmospheres.
You will get a range alteration with gravity, which you could assume is similar to that for guns.
So treat a flame thrower as gun.
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Peter Yearsley
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(I know these are sometimes the complications that Larkin doesn't want, but I'm just thinking aloud)
4 Moving - Power and heat.
From Jukka’s early note in this thread, you could say as an approximation, that all power requirements (and corresponding heat generation) of moving are increased/ decreased as the square of the G (given as a multiple of earth-normal G). (Use rounding to the nearest integer, if that’s the way the system works.)
Power requirement for move actuators = (Power requirement at 1G) times G squared
Heat generated by move actuators = (Heat generated at 1G) times G squared
5 Being blown away by an exploding titan. Vary the amount of damage needed to shove the titan according to the current gravity (you could keep it simple and just multiply the damage needed by G).
Damage needed to shove the titan into adjacent hex >= 60 times G (as a muliplier of earth normal G)
4 Moving - Power and heat.
From Jukka’s early note in this thread, you could say as an approximation, that all power requirements (and corresponding heat generation) of moving are increased/ decreased as the square of the G (given as a multiple of earth-normal G). (Use rounding to the nearest integer, if that’s the way the system works.)
Power requirement for move actuators = (Power requirement at 1G) times G squared
Heat generated by move actuators = (Heat generated at 1G) times G squared
5 Being blown away by an exploding titan. Vary the amount of damage needed to shove the titan according to the current gravity (you could keep it simple and just multiply the damage needed by G).
Damage needed to shove the titan into adjacent hex >= 60 times G (as a muliplier of earth normal G)
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Peter Yearsley
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A bit more ...
6 The limited ranges of self-propelling missiles and bullet-like projectiles are due to different factors (the projectiles in the first group travel at a powered, constant speed at a fixed height above ground, then fall towards the ground when it runs out of fuel; the second lot move horizontally at a constant speed after they are fired - ignoring air resistance - and are falling under gravity vertically towards the ground all the time that they are travelling).
However, because the amount of fuel used to keep the powered missiles above the ground will increase with increasing gravity; and the acceleration downwards of the bullets varies with gravity, you can probably assume that the ranges of the two types of weapons are affected similarly.
Unfortunately, the range turns out to be directly proportional to the square root of the reciprocal of G (So the range varies along a curve from about 9 times normal at 0.1g - tending to infinity at zero g -, through normal at 1 g, to about one-thirty-third of normal at 10g). You could approximate this with two straight lines (very easy to handle in code) ....
One thirty-third of the range seems a bit extreme, so I’ve given two versions of the equation, one for 1/33, and one for 1/10.
(R is the multiplier that you put on the normal range; G is the multiplier from normal G.)
do case
case G<0.1
error
case G>=0.1 and G<=1
R = 11-10G
case G>1 and G<=10
(close to “proper” value) R = 1.108 - 1.108 G
or (to give 1/10 normal range at 10G) R = 1.1 - 0.1 G
case G>10
error
end case
6 The limited ranges of self-propelling missiles and bullet-like projectiles are due to different factors (the projectiles in the first group travel at a powered, constant speed at a fixed height above ground, then fall towards the ground when it runs out of fuel; the second lot move horizontally at a constant speed after they are fired - ignoring air resistance - and are falling under gravity vertically towards the ground all the time that they are travelling).
However, because the amount of fuel used to keep the powered missiles above the ground will increase with increasing gravity; and the acceleration downwards of the bullets varies with gravity, you can probably assume that the ranges of the two types of weapons are affected similarly.
Unfortunately, the range turns out to be directly proportional to the square root of the reciprocal of G (So the range varies along a curve from about 9 times normal at 0.1g - tending to infinity at zero g -, through normal at 1 g, to about one-thirty-third of normal at 10g). You could approximate this with two straight lines (very easy to handle in code) ....
One thirty-third of the range seems a bit extreme, so I’ve given two versions of the equation, one for 1/33, and one for 1/10.
(R is the multiplier that you put on the normal range; G is the multiplier from normal G.)
do case
case G<0.1
error
case G>=0.1 and G<=1
R = 11-10G
case G>1 and G<=10
(close to “proper” value) R = 1.108 - 1.108 G
or (to give 1/10 normal range at 10G) R = 1.1 - 0.1 G
case G>10
error
end case
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Peter Yearsley
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Sorry, it's getting a bit late, and I made some mistakes in that last bit of pseudocode:
The main bit should read ...
case G>=0.1 and G<=1
R = 11-10G REM gives range multiplier of 10 at 0.1G
case G>1 and G<=10
(close to “proper” value) R = 1.108 - 0.108 G
or (to give 1/10 normal range at 10G) R = 1.1 - 0.1 G
... and, you'll be happy to know, my last note on this subject:
7 Skill checks
I’d think that, if a computer is working properly, it could handle all the problems of increased or decreased gravity. However, in an entertainment arena, the organisers might think this gave too much advantage, so wouldn’t allow that sort of modification.
I imagine that learning to work under heavy gravity would involve a completely different set of techniques to working under low gravity, but this would probably be too difficult to model in ToS. The skills that would be most affected are Piloting and Combat; you could probably assume that the others aren’t affected.
Assume that working at 0.1G is as difficult as working at 10G, and that at the worst, the jock’s skills would be a fifth of normal (so a normal skill of 50% becomes 10% at 10G or at 0.1G), you get something like this:
(S is the multiplier that you put on the normal skill; G is the multiplier from normal G.)
do case
case G<0
error
case G>=0 and G<=1
S = 8G/9 + 1/9
case G>1 and G<=10
S = (49 - 4G) / 45
case G>10
error
end case
The main bit should read ...
case G>=0.1 and G<=1
R = 11-10G REM gives range multiplier of 10 at 0.1G
case G>1 and G<=10
(close to “proper” value) R = 1.108 - 0.108 G
or (to give 1/10 normal range at 10G) R = 1.1 - 0.1 G
... and, you'll be happy to know, my last note on this subject:
7 Skill checks
I’d think that, if a computer is working properly, it could handle all the problems of increased or decreased gravity. However, in an entertainment arena, the organisers might think this gave too much advantage, so wouldn’t allow that sort of modification.
I imagine that learning to work under heavy gravity would involve a completely different set of techniques to working under low gravity, but this would probably be too difficult to model in ToS. The skills that would be most affected are Piloting and Combat; you could probably assume that the others aren’t affected.
Assume that working at 0.1G is as difficult as working at 10G, and that at the worst, the jock’s skills would be a fifth of normal (so a normal skill of 50% becomes 10% at 10G or at 0.1G), you get something like this:
(S is the multiplier that you put on the normal skill; G is the multiplier from normal G.)
do case
case G<0
error
case G>=0 and G<=1
S = 8G/9 + 1/9
case G>1 and G<=10
S = (49 - 4G) / 45
case G>10
error
end case
Here it gets difficult. Since power is limited due to engines I can't just multiply with the square of G. If I do most titans will get imobile even at 2 G. So it will be better to let power stay fixed ( and heat as well ) and modify movement time.Originally posted by Peter Y:
(I know these are sometimes the complications that Larkin doesn't want, but I'm just thinking aloud)
4 Moving - Power and heat.
From Jukka’s early note in this thread, you could say as an approximation, that all power requirements (and corresponding heat generation) of moving are increased/ decreased as the square of the G (given as a multiple of earth-normal G). (Use rounding to the nearest integer, if that’s the way the system works.)
Power requirement for move actuators = (Power requirement at 1G) times G squared
Heat generated by move actuators = (Heat generated at 1G) times G squared
But thats were my question started. Shall I just divide speed by square of G, regardless of move mode ?
Now we have a diversity of oppinions. What still is not obvious to me is what does happen with move speed. Assuming a constant power output how would run/walk/dodge/jump be affected by gravity. I must assume constant power or lots of designs won't work under high gravity. So power is constant, speed is what I want to get.
Is this gravity thing really necessary? I'm asking because speed affects *a lot* of stuff in ToS.
Increased speed means recons will be virtually unstoppable, not only because they'll close in really fast but also because the speed mod will be a lot higher. Games with rookies will become boring. Charges will be devastating. What about breaking move?
Reduced speed on the other hand will kill short range titans. Assaults will drag along the battlefield while being pummeled to death by supports. Firing at the end of movement will become very impractical. Fleeing burning woods will take longer.
In short, I think this will change too many things in the game that must be weighed very carefully. Smoke and steam screens and fires (including fire damage) will also have to be modified by atmosphere. The very existence of water and woods is also conditioned by atmosphere, and gravity. Ejects and cockpit hits have to be reworked.
Increased speed means recons will be virtually unstoppable, not only because they'll close in really fast but also because the speed mod will be a lot higher. Games with rookies will become boring. Charges will be devastating. What about breaking move?
Reduced speed on the other hand will kill short range titans. Assaults will drag along the battlefield while being pummeled to death by supports. Firing at the end of movement will become very impractical. Fleeing burning woods will take longer.
In short, I think this will change too many things in the game that must be weighed very carefully. Smoke and steam screens and fires (including fire damage) will also have to be modified by atmosphere. The very existence of water and woods is also conditioned by atmosphere, and gravity. Ejects and cockpit hits have to be reworked.
Iceman
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Peter Yearsley
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