» Thu Mar 19, 2009 10:04 pm
I agree that if gamesas decides to program Descent 4, it should be more "newb friendly" than Descent 3, but it should still keep the original 6DoF style with Tri-Chord.
I do not understand how you can get those mathematics for a maximum number of thrusters.
For example, let the ship be a perfect sphere. If we calculate the surface area of this sphere, the formula is:
SA=4(pi)(r)^2
For example, let us imagine that the radius of the ship is about 4 meters, being 8 meters in diameter, which would be realistic.
SA=4(pi)(4)^2
SA=201 meters squared.
Let's say a thruster is would take about one quarter of a meter squared, then we would have about 4x201=804 thrusters. Remember that this is unrealistic because the ship is not a perfect sphere.
Remember, you can't assume that for every degree, there would fit one thruster. It really depends on the size of the ship, and the size of thrusters. If you are simply talking about degrees of movement, then there would be an infinite amount of degrees of movement, for there is an infinite amount of ways you may move about the origin.
Also, you are also assuming that all of the thrusters or force vectors are pointing directly away from the origin. For all we know, in the descent world, force vectors could be pointed in a different direction. It would actually be highly unlikely that the forces acting on the object in fact intersect with the origin (of the ship), simply because the ship is not a perfect sphere.