Calculating Turn Rate & Responsiveness
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Hey everyone. I’m trying to work out how exactly FLStat calculates the various fields present within a shiparch entry. FLStat shows the following stats at the top of a ship entry:
I know a ship has a few different values which could factor in this calculation. AngularDrag, SteeringTorque, MaxBankAngle, all come to mind as being key players in that.
Does anyone have the exact equation I can do to get the values that FLStat gets?
An example of a ship would be the Anubis. It has a Max Angular Speed of 60.09 deg/s (turn rate). A Angular Distance from 0 to 0.5 of 18.81 degrees. And a time to 90% of Max Angular Speed of 0.4717 (responsiveness).
It has the following ini:
max_bank_angle = 30 steering_torque = 43000.000000, 43000.000000, 230000.000000 angular_drag = 41000.000000, 41000.000000, 141000.000000
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Actually, all you need to know is all these values are directly proportional to mass. Attention, there is an exponential function weight between mass and ship class(only if in your game, lvl0=light fighter and lvl10+=cruiser/battleship…etc.). You could use formulas below.
(steering_torque)=200mass(1.637893707^(ship_class))
‘(1.637893707^(ship_class)’ is used in my mod. You can replace ‘1.637893707’ with any number you think is correct.
And angular velocity(ω)=(steering_torque)/(angular_drag)
As for those ‘90%’ things, they are automatically calculated. So It doesn’t really matter how much they are.
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Interesting. What does each of the values equate to though? AngularDrag and steering torque has three values assigned to them. Also, the reason i want to know the formula is in trying to create my own application that will have these values in it. So i still need to know the turn rate and responsiveness equation. I’m trying to emulate FLStats handling here.
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Jesus, I worked for a few hours but nothing came out about “Radians from 0 to 0.5 seconds” and “Time to reach 90% of maximum angular velocity” except they are related to rotation_inertia.
Anyway, in shiparch.ini:
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steering_torque = x, y, z
angular_drag = x, y, z
rotation_inertia = x, y, z
…Max angular velocity = steering_torque/angular_drag
…And here’s all I know. Sorry for not helping about the formula. I will just put the Link to the source file here(thanks to Adoxa’s site).