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Mathematical equation to estabish orbit distances vs speeds (I need it)

Author
Barrak
The Painted Ones
#1 - 2012-07-19 20:10:50 UTC
Hey,

I'm just wondering if such a thing exists?

I am playing around with align times vs speed and want to try and establish what orbits I can maintain at which speeds.... assuming the target is stationary.

Regards

Barrak

Charles Baker
Aliastra
Gallente Federation
#2 - 2012-07-19 20:18:09 UTC
Time to crack open my old physics textbooks.
Ptraci
3 R Corporation
#3 - 2012-07-19 20:23:11 UTC  |  Edited by: Ptraci
You should be able to work this out from first principles. A bit of 3D geometry never hurt anyone. And it's not even 3D if you are faster than your target... you can consider it in the same plane as your orbit.
MadMuppet
Critical Mass Inc
#4 - 2012-07-19 20:46:51 UTC
Charles Baker wrote:
Time to crack open my old physics textbooks.


Actually you would need to crack open the game files and find the various formulas that the game uses to compute inertia, mass, acceleration, skills, etc unless you have a lot of faith that our subs-in-space game uses real-world physics.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Quaaid
Phoenix Foundry
#5 - 2012-07-19 20:56:10 UTC
Try this:

NASA + (Nerdstuff x Your Face) = What you are asking for.



Just shoot guns and don't be bad.
Akirei Scytale
Okami Syndicate
#6 - 2012-07-19 21:03:36 UTC  |  Edited by: Akirei Scytale
So many bad replies.

It should be some rather simple math, I do it intuitively. Setting up your overview to display angular velocity and having a basic grasp of the mechanics of motion and rotation is all you really need.

As for orbits around a stationary target, experience experience experience. I always end up orbiting some random object at various distances after I set up a new fit, and set the ship's default then, while remembering how it behaves on the tighter ones.
Tippia
Sunshine and Lollipops
#7 - 2012-07-19 21:30:11 UTC
Weeell…

…according to this, the time it takes to make a π/2 turn is t = I × M × 10⁻⁶ × -ln(1-v / vmax).

During this time, you've travelled at the orbit speed v for a total distance of v × t = π/2 radians
Thus: r = v × 2t/π and v = π × r / 2t (but t is dependent on v, and I can't be arsed to break that one out of the ln function).

Thus, the orbit radius for speed v should be r = (2 v / π) × ( I × M × 10⁻⁶ × -ln(1-v / vmax) )

Where I = inertia mod; M = mass, v = orbit speed, r = orbit radius, vmax = max speed.
Noriko Mai
#8 - 2012-07-19 21:45:11 UTC
Tippia wrote:
Weeell…

…according to this, the time it takes to make a π/2 turn is t = I × M × 10⁻⁶ × -ln(1-v / vmax).

During this time, you've travelled at the orbit speed v for a total distance of v × t = π/2 radians
Thus: r = v × 2t/π and v = π × r / 2t (but t is dependent on v, and I can't be arsed to break that one out of the ln function).

Thus, the orbit radius for speed v should be r = (2 v / π) × ( I × M × 10⁻⁶ × -ln(1-v / vmax) )

Where I = inertia mod; M = mass, v = orbit speed, r = orbit radius, vmax = max speed.

That doesn't make sense...
There was a nice article about this. I'm gonna search a bit around.

"Meh.." - Albert Einstein

Ranger 1
Ranger Corp
Vae. Victis.
#9 - 2012-07-19 21:58:46 UTC
Tippia wrote:
Weeell…

…according to this, the time it takes to make a π/2 turn is t = I × M × 10⁻⁶ × -ln(1-v / vmax).

During this time, you've travelled at the orbit speed v for a total distance of v × t = π/2 radians
Thus: r = v × 2t/π and v = π × r / 2t (but t is dependent on v, and I can't be arsed to break that one out of the ln function).

Thus, the orbit radius for speed v should be r = (2 v / π) × ( I × M × 10⁻⁶ × -ln(1-v / vmax) )

Where I = inertia mod; M = mass, v = orbit speed, r = orbit radius, vmax = max speed.


Thanks alot, now i have a headache....

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Noriko Mai
#10 - 2012-07-19 22:03:24 UTC
Tippia
Sunshine and Lollipops
#11 - 2012-07-19 22:03:48 UTC
Noriko Mai wrote:
That doesn't make sense...
Probably not. Lol

Especially the part where v=ƒ(v), which just breaks my tired brain.

Still, if the formula for time to accelerate is correct, then the orbit radius function should be correct (barring any sign errors).
Ten Bulls
Sons of Olsagard
#12 - 2012-07-20 00:15:06 UTC  |  Edited by: Ten Bulls


I would love to spreadsheet this if only my maths was good enough to decode it... the thread it mentions is locked.

I get equation (1-6), but the (1-8)...

v_y = V_{MAX} left (frac{R_1}{R_2} right)

v_y = actual velocity
V_{MAX} = maximum velocity
R_1 = Requested Orbit
R_2 = Actual Orbit

The left ( frac right ) parts i havent seen before.

Thats before i get to.

R_2 = sqrt { frac{1}{6} f{R_1, tau V_{MAX}) + frac{2 R_1 ^4} { 3 f(R_1, tau V_{MAX} + frac{1}{3} R_1^2}

Anyone put this is a spreadsheet already ?

EDIT: i think the frac/left/right are LaTeX commands that leaked into the document
AureoBroker
Perkone
Caldari State
#13 - 2012-07-20 00:17:46 UTC  |  Edited by: AureoBroker
A = V^2 / R
Where A is accelleration, V is velocity and R is orbit range.
Find A through inertia and we're done.

EDIT: obviously, on a still target.
Given a target moving with fixed velocity, the frame of reference changes, and we get:
A = (V-v)^2 / R
where v is the velocity of the target, and (V-v) is the resulting orbiting velocity.
Given an object trying to orbit you, the frame of reference changes again, resulting in:

A-a = (V-v)^2 / R

This is assuming eve's ships follow physical laws, which is not a given.


second edit: eve ships follow physical laws, but there's a magical force akin to viscous drag (which creates a cruise speed)
So, A becomes A- ([A] X bv)
where [A] is the normalized vector of A and b is the viscous constant.

Blogpost is correct, and at the lowest grade of complexity possible.
Kudos to those who wrote that.
Y'nit Gidrine
Center for Advanced Studies
Gallente Federation
#14 - 2012-07-20 00:19:05 UTC
Ten Bulls
Sons of Olsagard
#15 - 2012-07-20 06:37:13 UTC
I cant confirm that links equations for Radius of orbit with my rifter.

anyone else tried to confirm it ?
MotherMoon
Tribal Liberation Force
Minmatar Republic
#16 - 2012-07-20 06:38:49 UTC
There was an offical CCP tool tracing guide. It was amazing and the fact that's it's not in game is depressing. Anyone care to find it?

It used to me on the eve site but they pulled it dispite it being the single most important part of eve combat

http://dl.eve-files.com/media/1206/scimi.jpg

Halete
Sebiestor Tribe
Minmatar Republic
#17 - 2012-07-20 06:47:07 UTC  |  Edited by: Halete
Akirei Scytale wrote:
So many bad replies.

It should be some rather simple math, I do it intuitively. Setting up your overview to display angular velocity and having a basic grasp of the mechanics of motion and rotation is all you really need.

As for orbits around a stationary target, experience experience experience. I always end up orbiting some random object at various distances after I set up a new fit, and set the ship's default then, while remembering how it behaves on the tighter ones.


Pretty much this. This covered more or less everything:

Although I'd also say the assumption that your target is stationary is a bad one.

If your target is moving at all expect massive variations in fast, MWD using ships in orbit.

My kiting Crusader ('get a Slicer', etc. yeah yeah, I'm bad for flying what I like) orbits at 15KM on a slow moving target if I'm telling it to orbit at 13KM.

Against a faster target (not faster relative to me... faster as in 'faster than something I can keep a stable orbit on') that's human, if I just let the computer do it's thing I can end up anywhere between 12KM (dead) and 20KM if they try to pull away in the opposite direction (where I need to start heating my point), so it's not a very good policy. Keep at Range is imperfect, too.

So in the end I end up using a: custom overview, mixture of manual piloting and tapping 'Orbit' and 'Keep at Range' (I set mine to 60KM so I can either start to pull range a button press, or haul ass away at a button press).

If you're literally only going to be orbiting stationary targets, though...

See the above quote... Fit, un-dock, orbit a can and play with the orbit range so you get a real 'feel' for it.

"To know the true path, but yet, to never follow it. That is possibly the gravest sin" - The Scriptures, Book of Missions 13:21

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#18 - 2012-07-20 07:19:41 UTC  |  Edited by: IHaveCandyGetInTheVan69
I fly a lot of oversized afterburner ships so a little while ago I made this Spreadsheet.


It does all the maths and will give you helpful solutions to orbit and velocity problems, so far it seems accurate with in eve results. All you need to imput is your maximum speed, inertia modifier and mass, all available from EFT or ingame fitting.


Hope it helps. Just to clarify it won't predict the 'spin out' effect of trying to orbit at a given range, you have to sort that out ingame, but it will give accurate results for the true orbits. When entering the radius use the true radius of the orbit, not the one you selected from the orbit menu.
Rodj Blake
PIE Inc.
Khimi Harar
#19 - 2012-07-20 07:22:38 UTC
I can see it now...

"Could you stop shooting me for about ten minutes please, I just need to do some calculations to see what distance I should orbit you at."

Dolce et decorum est pro Imperium mori

Ptraci
3 R Corporation
#20 - 2012-07-20 10:54:36 UTC
Rodj Blake wrote:
I can see it now...

"Could you stop shooting me for about ten minutes please, I just need to do some calculations to see what distance I should orbit you at."


That's why you work it out beforehand and make tables which you then memorize. A good approximation is better than a wild guess.
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