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Do Newton's Second and Third Law hold true in EVE?

First post
Author
Shaera Taam
Khanid Prime Free Irregulars
#21 - 2012-11-20 03:19:39 UTC
ISD Suvetar wrote:
Now, an interesting question (to me is) what would EVE be like if we had a space physics model like the old games Independance War and Edge of Chaos had ?


What's the term all the kids are using these days?

Ah, yes...

Pure Awesomesauce!

Thus Spake the Frigate Goddess!

SmilingVagrant
Doomheim
#22 - 2012-11-20 03:22:20 UTC
ISD Suvetar wrote:


Now, an interesting question (to me is) what would EVE be like if we had a space physics model like the old games Independance War and Edge of Chaos had ?



With 360 degree firing arcs the "real space" physics actually become considerably less interesting save when calculating thrust vector. What made it so good in I-War is you could flip around and shoot at things on all axis while continuing your straight like travel, then boost your subwarp engines into a random second direction for a few seconds to put you in a completely different tactical situation.

They will literally never make another space game that good ever again.

Sigh.
Mars Theran
Foreign Interloper
#23 - 2012-11-20 03:38:31 UTC  |  Edited by: Mars Theran
James Amril-Kesh wrote:
Mars Theran wrote:
vyshnegradsky wrote:

tldr: GTFO noob




It's not like anything he said was wrong or didn't directly follow from Newton's laws.


Mostly, the ignorance of that statement, which afaik has nothing to do with any of Newtons laws. Also, Newtons laws are relatively simple; there isn't any good reason to complicate them, and I'd say he did more than that.

Delta p/ Delta t is a reference to a variable change of pressure over a variable period of time. (upper case)Sigma f is Sum of frequency, where f = frequency. F = Force.

How exactly does that make sense? I'm terrible at math, and all I need to do is google it.

So his first formula could be read as the Sum of frequency is equal to a change of pressure over a period of time. Not much to do with Newtons Laws if read that way.

ΣF=ma is the correct form, with the slanted ma indicating a vector according to the documentation I've read. Also read as Force is equal to mass times acceleration. Very little to do with pressure, frequency, or the like there.

So unless I'm missing something, it isn't exactly right is it?

Either way, I probably wouldn't have said anything were it not for the "gtfo noob". In hindsight however, after actually reading the post and seeing the general attitude, it isn't as if he were actually being intentionally offensive, but more like he intended it in a non-offensive manner.

Someone needs to study more.

edit:

ΣF = Δp/Δt is correct too apparently, with p = momentum in this case, and the expression being a change in momentum. This is apparently how Newton himself expressed his 2nd Law. (Love how they change meanings willy nilly in math; makes it so fun to learn)

p = mv (mementum = kg * m/s)

ΣF = ma = m(Δv/Δt)


Still, that f should have been capitalized.
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Webvan
All Kill No Skill
#24 - 2012-11-20 05:52:29 UTC
/me goes to make sure the switch at jita which produces fluidic space and ceases Newtonian physics, is still in the [ON] position rendering all maths in this thread inert. Check.

I'm in it for the money

Ctrl+Alt+Shift+F12

vyshnegradsky
The Legion of Spoon
Curatores Veritatis Alliance
#25 - 2012-11-20 07:20:50 UTC
Mars Theran wrote:
James Amril-Kesh wrote:
Mars Theran wrote:
vyshnegradsky wrote:

tldr: GTFO noob




It's not like anything he said was wrong or didn't directly follow from Newton's laws.


Mostly, the ignorance of that statement, which afaik has nothing to do with any of Newtons laws. Also, Newtons laws are relatively simple; there isn't any good reason to complicate them, and I'd say he did more than that.

Delta p/ Delta t is a reference to a variable change of pressure over a variable period of time. (upper case)Sigma f is Sum of frequency, where f = frequency. F = Force.

How exactly does that make sense? I'm terrible at math, and all I need to do is google it.

So his first formula could be read as the Sum of frequency is equal to a change of pressure over a period of time. Not much to do with Newtons Laws if read that way.

ΣF=ma is the correct form, with the slanted ma indicating a vector according to the documentation I've read. Also read as Force is equal to mass times acceleration. Very little to do with pressure, frequency, or the like there.

So unless I'm missing something, it isn't exactly right is it?

Either way, I probably wouldn't have said anything were it not for the "gtfo noob". In hindsight however, after actually reading the post and seeing the general attitude, it isn't as if he were actually being intentionally offensive, but more like he intended it in a non-offensive manner.

Someone needs to study more.

edit:

ΣF = Δp/Δt is correct too apparently, with p = momentum in this case, and the expression being a change in momentum. This is apparently how Newton himself expressed his 2nd Law. (Love how they change meanings willy nilly in math; makes it so fun to learn)

p = mv (mementum = kg * m/s)

ΣF = ma = m(Δv/Δt)


Still, that f should have been capitalized.


I did mention it being midnight and the failure to capitalize some letters is hardly surprising. However given the context in which the formula were used, no-one should have a problem with understanding the p = momentum and not pressure and that f = force and not frequency. The GTFO noob was in reference to if you wanted a tldr then you wern't getting one. There was nothing derogatory about it intended.

This one's a bit over the edge guys.

Locked for breaking... well, pretty much all the rules.

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IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#26 - 2012-11-20 08:12:10 UTC
Webvan wrote:
/me goes to make sure the switch at jita which produces fluidic space and ceases Newtonian physics, is still in the [ON] position rendering all maths in this thread inert. Check.


Because Newton lived and worked in a vacuum and none of his principles apply outside of one?
Tarvos Telesto
Blood Fanatics
#27 - 2012-11-20 08:34:44 UTC
Very good video lecture by Professor Phil Moriarty's.

If you like physic and games, must see, Professor mention mass, vielocity, quantum momentum, wormholes etc, its about how games works it self due to physis, and how games imitate physis.

Physics of Portal 2

EvE isn't game, its style of living.

Hazen Koraka
HK Enterprises
#28 - 2012-11-20 08:43:08 UTC
Exactly why equations should not be posted on an internet forum about internet spaceships Shocked

All newton's law states is that the sum of the forces involved (these are usually resolved as vectors - direction is important!) = mass * acceleration on that body.

The three laws are in effect:


First law: If an object experiences no net force, then its velocity is constant: the object is either at rest (if its velocity is zero), or it moves in a straight line with constant speed (if its velocity is nonzero).

Second law: The acceleration a of a body is parallel and directly proportional to the net force F acting on the body, is in the direction of the net force, and is inversely proportional to the mass m of the body, i.e., F = ma.

Third law: When a first body exerts a force F1 on a second body, the second body simultaneously exerts a force F2 = −F1 on the first body. This means that F1 and F2 are equal in magnitude and opposite in direction.


Pasted directly from wikipedia.

http://en.wikipedia.org/wiki/Newton%27s_laws_of_motion

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Hazen Koraka
HK Enterprises
#29 - 2012-11-20 08:45:11 UTC
ISD Suvetar wrote:
From what I'm led to believe; EVE's simulation deals with space as a Superfluid rather then a body of space that accurately models newtonian physics; which in and of itself is a misnomer as we know that Newtonian physics are only good enough for non relativistic speeds.

So it approximates what *feels* right to a person, but is not at all mathematically correct, except for being correct as far as the EVE Physics model goes.

Now, an interesting question (to me is) what would EVE be like if we had a space physics model like the old games Independance War and Edge of Chaos had ?



I loved the physics model in those games! It was awesome to be able to use a Saitek Joystick, and have the hat control configured to thrusters, and do some awesome manoevers and flying :)

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Inquisitor Kitchner
The Executives
#30 - 2012-11-20 09:48:21 UTC  |  Edited by: Inquisitor Kitchner
Nanatoa wrote:
We all know that movement in EVE flies in the face of Newton's First Law, but what's the status of his Second and Third Laws?

In particular, I'd be interested to know if, when bumping, increasing my ship's mass by x% will have the same effect as increasing my velocity by x% (since F=ma). Furthermore, will all my F result in precisely -F for my target?

To put this differently: exactly how does Destiny handle collisions between ship balls?



Oh definetly the third law, for example:

Quote:
Law III: To every action there is always an equal and opposite reaction: or the forces of two bodies on each other are always equal and are directed in opposite directions.



Miners get a buff to their hull HP, miner bumping is born.


I'm pretty sure mass effects stuff like bumping though.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

TharOkha
0asis Group
#31 - 2012-11-20 12:33:25 UTC  |  Edited by: TharOkha
EVE is set 21.000 years in the future. I think that with that kind of far future technology, EVE engineers are able to break some of the fundamental laws of nature. Like breaking spacetime continuum (for jump drives). So breaking something trivial like thermodynamic laws is easy
vyshnegradsky
The Legion of Spoon
Curatores Veritatis Alliance
#32 - 2012-11-20 12:39:44 UTC
TharOkha wrote:
EVE is set 21.000 years in the future. I think that with that kind of far future technology, EVE engineers are able to break some of the fundamental laws of nature. Like breaking spacetime continuum (for jump drives). So breaking something trivial like thermodynamic laws is easy

Interesting point, but the skill book thermodynamics shows that it's principles still apply. Although this isn't about thermodynamics

This one's a bit over the edge guys.

Locked for breaking... well, pretty much all the rules.

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Josef Djugashvilis
#33 - 2012-11-20 12:43:41 UTC
I thought only Darwin's law of 'survival of the fittest' held true in Eve?

This is not a signature.

oniplE
MeMento.
#34 - 2012-11-20 14:28:22 UTC
Lance Rossiter wrote:
F=MA isn't as useful for this purpose (I think) as E=1/2MVV.

F=MA deals with the force acting on a single object and how it affects the motion of that objerct, but here we're interested in how two different objects interact when they collide. That's going to be some sort of kinetic energy transfer, so you want to maximise the kinetic energy of the bumping ship in order to have the greatest effect on the target.

As E=1/2MVV, Velocity is much more important than mass. Getting hit by a car travelling at speed is much more devastating than getting hit by a truck that's barely moving.

I think that's right, it's been a while...

I think so as well.

I think it's technically possible to derive the eve physics from experiments.

Ship One with mass A and speed B (engines cut), bumps Ship Two with mass X and speed Y (=0). (Ship One has kinetic energy, Ship Two doesn't because speed = 0)

-When they connect Ship One will bounce and Ship Two will gain speed.
-Measure the speeds of both ships immediately after bumping. (immediately because the fluid space slows ships down, which means a loss of energy)
-Calculate the kinetic energy of both ships after bumping.
-Compare the sum of the kinetic energies of Ship One and Ship Two after bumping with the kinetic energy of Ship One before bumping. This should reveal if there is energy loss when bumping.

Then repeat the experiment with different masses and different speeds, examine the results and the eve physics should be revealed. Should work right?

Apart from being "Online Spaceship Theorycrafting" it might have some actual practical application in PVP since you can calculate how far you can bump certain ships before actually doing it.
It would also be interesting to know if the agility of the ship getting bumped influences the speed of the ship, since it does when the ship is accelerating with its own engines. If so, lower agility skills would be better to defend against bumping than high agility skills.
ctx2007
Republic Military School
Minmatar Republic
#35 - 2012-11-20 19:26:49 UTC
Newtons first law :- Don't sit under apple tree (if you do refer to newtons second law)

Newtons second law :- Seek medical advice

Newtons third law :- Report accident to the right authority

You only realise you life has been a waste of time, when you wake up dead.

Commander Ted
Caldari Provisions
Caldari State
#36 - 2012-11-20 20:34:19 UTC
Someone should make a reskin of eve that is a submarine game.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

LHA Tarawa
Pator Tech School
Minmatar Republic
#37 - 2012-11-20 20:42:22 UTC
Newton's first law applies to bodies in motion through space. Perhaps our EVE ships do not move through space, and in fact, sit perfectly still in space and instead move the space in which they sit.

Perhaps there is no damage from collision, because our ships do not actually collide... perhaps it is the spaces in which we sit perfectly still, that are colliding with each other. This would explain why I am 0 meters from that acceleration gate or station, even when I can still be moving towards it... I'm in the same space as it, though have not contacted it yet.....


So, perhaps Newton's law does apply to bodies in motion through space, like bullets... but simply does not apply to bodies at rest, within a moving are of space.....


I think the real question is a stealth "nerf bumping" thread.

A stabber with a mass of 11million kg is (sitting still in space that is) moving at 1000 m/sec hits (the space that a) mining barge (is in) that has a mass of 20 million kg. Assuming a perfectly elastic collision where all the momentum from the stabber('s space) is transfered to the mining barge('s space), the stabber should end up not moving while the mining barge goes flying off at (11/20 * 1000 =) 550 m/sec.

Put a couple 1600mm plates on the stabber to up its mass to 16 million kg, and you'd get something closer to (16/20 *1000 =) 800 m/sec for the mining barge.


Hazen Koraka
HK Enterprises
#38 - 2012-11-21 08:26:24 UTC  |  Edited by: Hazen Koraka
I think the point that the OP was trying to make was that massive ships should inflict more impulse (yes that's momentum people) that less massive ships. Also a less massive ship, would impart less momentum and hence would not be able to bump a more massive ship as far.

I think mass does have an effect in their collision calculations, but I'm not sure if it's fully mass dependent - most likely they've added some "massage" factor in the numbers like a constant 0.05 or something times the implied impulse to the ships so you don't get crazy physics happening like bumping a ship off to infinity.

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Mars Theran
Foreign Interloper
#39 - 2012-11-21 09:04:45 UTC  |  Edited by: Mars Theran
LHA Tarawa wrote:
Newton's first law applies to bodies in motion through space. Perhaps our EVE ships do not move through space, and in fact, sit perfectly still in space and instead move the space in which they sit.

Perhaps there is no damage from collision, because our ships do not actually collide... perhaps it is the spaces in which we sit perfectly still, that are colliding with each other. This would explain why I am 0 meters from that acceleration gate or station, even when I can still be moving towards it... I'm in the same space as it, though have not contacted it yet.....


So, perhaps Newton's law does apply to bodies in motion through space, like bullets... but simply does not apply to bodies at rest, within a moving are of space.....


I think the real question is a stealth "nerf bumping" thread.

A stabber with a mass of 11million kg is (sitting still in space that is) moving at 1000 m/sec hits (the space that a) mining barge (is in) that has a mass of 20 million kg. Assuming a perfectly elastic collision where all the momentum from the stabber('s space) is transfered to the mining barge('s space), the stabber should end up not moving while the mining barge goes flying off at (11/20 * 1000 =) 550 m/sec.

Put a couple 1600mm plates on the stabber to up its mass to 16 million kg, and you'd get something closer to (16/20 *1000 =) 800 m/sec for the mining barge.




Not questioning your equation because I would actually have to calculate it according to Newtons Laws to see if it was accurate.

However, the application of Newton's Laws, (and/or real physics), in this case would apply more like this:

The Force acting on the Stabber would transfer to the Mining Barge on impact, and that Force would apply against the Mining Barges mass as acceleration. It would only apply for the Duration of the impact and separation of the 2 vessels however, and it would be subject to decrease of Force applied through the impact as a result of crushing forces applied to the Hulls of both vessels.

You did mention of course, that the example was a perfect transfer of net force, but that never rally happens, with energy being absorbed through the creation of heat, sound, damage, and various other things. Even Newton's Cradle doesn't perfectly transfer Force; not accounting for environmental resistance, it will eventually come to a halt as it's energy is depleted by the production of heat and sound.

It is a good example though. In EVE, we can almost assume that Force is applied in Bumping, much like this model, without accounting for the relative mass of the objects involved. That is how it appears to me anyway, yet, I recall that bumpers usually recommend fitting an armored plate which in fact slows you down, while increasing the mass of your ship.

Perhaps the effect is calculate on your ship, but not relevant to the mass of the target ship? I've not done a lot of bumping, so I can't be certain. Might be an interesting experiment to take a ship out and line up a bunch of ships of different mass, then test both the effect of an added plate, and the effect on higher mass ships.

Really, a Stabber with an MWD and a Plate should knock a shuttle flying. Not sure it does though.

Irregardless of that, the bumped object will come to a halt shortly after, despite a lack of known resistance force being applied to it. Might we then assume stabilizers automatically compensate and act as a resistance force on the ship to slow it down and bring it to a halt? I think that might be the simplest explanation.

Why can't we shut them off? Big smile
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Karak Terrel
Foundation for CODE and THE NEW ORDER
#40 - 2012-11-21 10:13:40 UTC
Nanatoa wrote:

In particular, I'd be interested to know if, when bumping, increasing my ship's mass by x% will have the same effect as increasing my velocity by x% (since F=ma). Furthermore, will all my F result in precisely -F for my target?


I think what's of interest here is the momentum, to use the force here is just confusing. Your ship has the momentum p=m*v. If you bump a ship, all or some parts of that momentum are transferred to the enemy ship (depending on the angle and type of collision). No matter how much that is, it depends on your momentum and so it does not matter if you increase your mass or your velocity by x% because p is simply the product of both.

No need to confuse anyone with some wild formulas, the principle is quite simple. No idea if that is implemented correctly in EVEs fluidic space.
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