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EVEs mechanism passively against physics

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Author
Angelica Dreamstar
Aliastra
Gallente Federation
#21 - 2014-01-27 01:45:14 UTC
Damn, I wish I cared so much about trivialities.

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#22 - 2014-01-27 01:49:49 UTC
Welcome to the wonderful world of reference frames.

As long as there's nothing in the way (air), there's /nothing/ that acts differently within a reference frame, regardless of how that reference frame is moving in relation to other reference frames.

When you're in space, you can, while not under thrust, rotate any direction that you want to. The only reason you can't do that in an atmosphere, is that the atmosphere resists your motion.

Note, this is talking about rotation, not about acceleration. You can turn 180 degrees no problem. You'll continue to move in the same direction as you were, you'll just be travelling backwards.


(Of course, getting up to relativistic speeds causes some complexities with this. Mostly due to how space contracts wrt the frame of the moving object.)

Yes, a fin would have /some/ effect in a nebula. Just not a great deal. We're not talking thick gas. http://physics.stackexchange.com/questions/26326/how-dense-are-nebulae

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

stoicfaux
#23 - 2014-01-27 02:07:37 UTC
Everyone just shut up and go read the Project Rho: Atomic Rockets site. We will all save a lot of time and typing that way.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Stabdealer Tichim
Hedion University
Amarr Empire
#24 - 2014-01-27 02:14:30 UTC
Tippia wrote:
…you rotate around your centre of gravity while maintaining the same direction of travel. When your thrusters are pointing in that direction, you light them and slow down. You see, there is no front or back; up or down; even left or right. There's only a centre of mass, a main thrust vector, a velocity vector, and possibly — hopefully — some directional adjustment thrusters that slew the ship around the aforementioned centre of mass.

The ship's moving because it has mass and inertia, when you try to rotate the hull, you need to apply external force to shift the mass, which will cause the existing momentum to change direction

There is one situation the you theory can be true, that is the spaceship was initially spinning and spins during its movement, yes like a typical ufo, so it doesn't require extra force to spin the hull.

Tippia wrote:
…and movement through space isn't one of them. Instead, they tend to be around to provide additional thrust to (what usually is) some kind of compression system when that compression alone isn't providing enough oomph. Since vacuum doesn't offer much to compress, there is no need for an afterburner to add anything — you just turn up the remass flow.

That's true that afterburners in space may have rather different mechanism to boost the speed of a spaceship, however it does not change the result that the spaceship begin to move at the speed, and there is no reason to decrease when the afterburner is deactivated. This principle apply to MWD as well, thus that I could reasonably propose a change on it.

Tippia wrote:
Not me, personally, no, but other than that, it's a pretty trivial problem.

Not you, I didn't meant to let a human to do that, nor does it make sense, but we should have realized how collision damage may work. Collision damage is a separate topic and more troublesome than speed.

Quote:
The fields are always active as long as the ship is. Don't confuse the field with the travel method.

I didn't heard that warp fields are always activated, that might be a good universal reason to explain everything around the ship, lol
Stabdealer Tichim
Hedion University
Amarr Empire
#25 - 2014-01-27 02:26:25 UTC  |  Edited by: Stabdealer Tichim
Pix Severus wrote:
Stabdealer Tichim wrote:
Another example of "passive unreality" could be "missile with aerodynamic design/support wings" (check the in-game model for missiles, lol) this is a minor issue I won't start a topic for it, though.


No human has ever fired a missile through a nebula (that we know of) but is it unrealistic to suggest that making a missile aerodynamic might aid it's flight through thick gases?


Then, I would prefer to make them easier to reload and save space, instead of the misty "potential in gas"
Kaarous Aldurald
Black Hydra Consortium.
#26 - 2014-01-27 02:30:18 UTC
Idk how this ever made it past the first reply. He even said it.

It's underwater.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

stoicfaux
#27 - 2014-01-27 02:39:59 UTC
Stabdealer Tichim wrote:
The ship's moving because it has mass and inertia, when you try to rotate the hull, you need to apply external force to shift the mass, which will cause the existing momentum to change direction

There is one situation the you theory can be true, that is the spaceship was initially spinning and spins during its movement, yes like a typical ufo, so it doesn't require extra force to spin the hull.


/facepalm? Anyone? Can I get a /facepalm?


Stabdealer Tichim wrote:
That's true that afterburners in space may have rather different mechanism to boost the speed of a spaceship, however it does not change the result that the spaceship begin to move at the speed, and there is no reason to decrease when the afterburner is deactivated. This principle apply to MWD as well, thus that I could reasonably propose a change on it.

EVE ships don't seem to carry reaction mass. If the AB or MWD isn't throwing something out the back end then it's not using Newtonian physics. If the ship isn't traveling via Newtonian physics, then there's no reason to assume a ship should remain in motion.

Quote:
Not you, I didn't meant to let a human to do that, nor does it make sense, but we should have realized how collision damage may work. Collision damage is a separate topic and more troublesome than speed.

EVE ships bounce off of each other and off of objects instead of colliding catastrophically. If kinetic collisions don't do damage, then how does kinetic damage ammo work...?

Quote:

I didn't heard that warp fields are always activated, that might be a good universal reason to explain everything around the ship,

Go read the chronicles, lore, and "science" articles: http://community.eveonline.com/backstory/chronicles/


Then come back and rage about the new deployables and drone omni nerf like a normal, well-adjusted, EVEO poster.



Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Tippia
Sunshine and Lollipops
#28 - 2014-01-27 02:42:59 UTC  |  Edited by: Tippia
Stabdealer Tichim wrote:

The ship's moving because it has mass and inertia, when you try to rotate the hull, you need to apply external force to shift the mass, which will cause the existing momentum to change direction
No. There is absolutely no need to alter the ship's existing momentum — that is in the direction if travel — just to turn the ship around. All you do is apply some circular momentum around it's centre of gravity. This causes the ship to tumble end over end without affecting the direction of travel in any way. Once the ship has flipped over 180 degrees (which, again, happens without any change in its velocity vector relative to wherever you're going), the thrusters ignite and you slow down as just quickly and as easily as you sped up… well, minus the reduced thrust needed to maintain that acceleration, since you've lost reaction mass (and possibly some fuel) in the previous acceleration event.

Like so.

Quote:
There is one situation the you theory can be true, that is the spaceship was initially spinning and spins during its movement, yes like a typical ufo, so it doesn't require extra force to spin the hull.
No, if it was already spinning, there would be all kinds of centrifugal effects in place to make the whole thing a lot more complicated than if it were just travelling straight ahead up.

Quote:
there is no reason to decrease when the afterburner is deactivated. This principle apply to MWD as well, thus that I could reasonably propose a change on it.
…aside from the aforementioned rubbing up against space-time that is caused by the warp engine.

Quote:
Not you, I didn't meant to let a human to do that, nor does it make sense, but we should have realized how collision damage may work. Collision damage is a separate topic and more troublesome than speed.
You mean aside from being a function of speed? And aside from the fact that the real unrealistic component here is that both ships fail to evaporate on impact dud to that speed?
Nivo Green
Stac Enterprises
#29 - 2014-01-27 03:36:21 UTC  |  Edited by: Nivo Green
I think you need to go play some Kerbal Space Program and maybe pick up a book on Newtonian Physics. You have shown several times now that you have massive holes in your understanding of basic physics in space, and it makes your argument for realistic acceleration in EVE seem very weak. This is what your argument is about yes?

The main argument you give for needing to 'fix' acceleration in EVE is that we need to correct a mistake that EVE developers made years ago because.. they were wrong and so we need to make it right (You also give no proof that it was a mistake or an actual decision). That is not a valid reason to change a central mechanic to a Sci-fi game. You say that 'we can't have all physics fully accurate in a game, but this one thing needs to be fixed'. By that logic, we get to pick and choose subjectively what is important physics and what is not. Thus so far you have given no good reasons as to why this specific physics behavior is inherently important to the entertainment product that is EVE: Online.



P.S. This is an underwater corporate espionage simulator, I am not sure where you got the idea that physics were important here. Blink
Rastafarian God
#30 - 2014-01-27 03:55:02 UTC  |  Edited by: Rastafarian God
Im still having a hard time with all the arguments about afterburners. I dont think people know what an afterburner really is.

Its actually referred to as an augmenter and is only used on jet engines. All it does is ignite the exhaust adding thrust. This wont work in space since there is no air. So AB's in space are a joke regardless so why argue about it.

As for the underwater thing (wich I referenced early on).

Now I am dreaming of a game like EVE but it takes place on a water planet and we all drive sub-marines. that would be pretty beautiful and fun in a lot of weird ways.
silens vesica
Corsair Cartel
#31 - 2014-01-27 04:01:44 UTC
Rastafarian God wrote:
I think pretty much everyone knows the game physics are cartoon-ish and mimic that more of a submarine then a space craft.
Just so. Or maybe just wet-navy in general - After all, a lot of the ships remain highly visible at all times.

Quote:
This isn't Kerbal space program. Could you imagine EVE with those physics? lol

High comedy, to be certain. Big smile

Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.

Didn't vote? Then you voted for NulBloc

silens vesica
Corsair Cartel
#32 - 2014-01-27 04:04:58 UTC
Stabdealer Tichim wrote:
That's ship's speed and acceleration.

If you can't see what is going wrong, I recommend you to visit this site and do the quiz, funny and educative, and you may find "wow I should have realized that!"
Dude.
1) Don't take yourself so seriously
2) Don't take the game so seriously
3) Don't take Physics so seriously
- and -
4) Push the "I Believe" button - It's the one that tells you "It's all in the script" - The same button that allows engineers to sit through Hollywood action movies without puking their guts out.

Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.

Didn't vote? Then you voted for NulBloc

Remiel Pollard
Aliastra
Gallente Federation
#33 - 2014-01-27 04:31:27 UTC  |  Edited by: Remiel Pollard
Stabdealer Tichim wrote:
...by the designers' ignorance(probably).


Because everyone knows it takes ignorance, and only ignorance, to create fictional video games based on fantasy instead of reality. All those game designers that made Halo, ignorant. Mass Effect, ignorant. Final Fantasy, ignorant.

Seriously though, it does take a certain degree of ignorance to make assumptions, especially when you don't really think what you're saying through. Nonsense like yours isn't new to the forums, and the developers have been aware for a long time of the unrealistic physics in this game (you really think they made it this way by accident, out of ignorance of physics, or did they make it this way on purpose because it's a game?), but to add your little jab at the developers' 'ignorance' with no qualifier makes your nonsense some of the most ignorant I've encountered on these forums so far.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Joan Greywind
The Lazy Crabs
#34 - 2014-01-27 04:40:15 UTC  |  Edited by: Joan Greywind
It is said that all honor to thy name, wanted to create a new universe, a perfect universe that was to be his ultimate creation, a universe where a person can dictate his own destiny and where every wrong action has dire consequences.

He spawned a singularity, from a wormhole he started his work in perfecting this universe.

It is said that on the first day he took away L4 missions and the carebears cried, and their tears were delicious.

It is said that on the second day he disallowed warp core stabs in faction warfare sites and the lowbears cried, and their tears were delicious.

It is said that on the third day he took away afk minning and nobody noticed because they weren't at the computer, but mining bears are constantly crying about something anyways, and their tears were delicious.

It is said that on the forth day he removed instant local intel and changed sov to disincentivise blobs and the nullbears cried, and their tears were delicious.

It is said that on the fifth day he overhauled wh space to bring more conflict, fights and players , and the wormbears cried, and their tears were delicious.

On the sixth day he said f*** it can't do anything to make them happy, took everything back and gave us some ui changes, ain't going to touch anything anymore.

On the seventh day he took a well deserved rest and moved to riot games universe, where the player base is actually appreciative.


But the tears remained and were so much that they filled the entirety of New Eden, that is why EVE has submarine mechanics and the planets don't move. Realistic enough for you Mr. rper?
Remiel Pollard
Aliastra
Gallente Federation
#35 - 2014-01-27 04:45:23 UTC  |  Edited by: Remiel Pollard
Stabdealer Tichim wrote:
Tippia wrote:
No, both take equal time in real life as well, because you just turn the ship to point the thrusters in the other direction. It is actually easier to slow a real spaceship down since by then, you'll have both less reaction mass and less fuel that needs to be stopped.

lmao. I know that many people don't take physics, and, yeah, posting things like this.


This is called projection, because your grasp on physics is atrocious, very simple physics, whereas Tippia's is spot on. For example...

Quote:
Sorry, if you have inertia and try to turn around, what will happen is during your turning you will still moving ahead, make a U-turn and loss some speed, but still moving quite fast, towards the opposite direction though.


No apology needed, because you're wrong, based on your assumption that only objects in motion have inertia. Stationary objects have inertia as well, and require energy to get moving. The amount of energy required to get an object of x mass to y speed is the exact amount of energy required to slow that object of x mass to 0 from y speed, which means if the object is less than x mass, it will require even less energy.

I could go on, but I hate quote trains, and I've demonstrated well enough how your grasp of simple, 10th grade physics is appalling. Of course the game developers know more about physics than you, and I would bet more than three quarters of the game's player base knows more about physics than you do. They just don't apply in the science fantasy game realm.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Stabdealer Tichim
Hedion University
Amarr Empire
#36 - 2014-01-27 04:50:30 UTC  |  Edited by: Stabdealer Tichim
Tippia wrote:
]No. There is absolutely no need to alter the ship's existing momentum — that is in the direction if travel — just to turn the ship around. All you do is apply some circular momentum around it's centre of gravity. This causes the ship to tumble end over end without affecting the direction of travel in any way. Once the ship has flipped over 180 degrees (which, again, happens without any change in its velocity vector relative to wherever you're going), the thrusters ignite and you slow down as just quickly and as easily as you sped up… well, minus the reduced thrust needed to maintain that acceleration, since you've lost reaction mass (and possibly some fuel) in the previous acceleration event.Like so.


This is correct and I didn't thought about that. I guess I can put an end to the discussion about agility.



Quote:
You mean aside from being a function of speed? And aside from the fact that the real unrealistic component here is that both ships fail to evaporate on impact dud to that speed?.

No, I meant the defensive shieid/armor and mass of both side will affect the consequence, not a simple conclusion that "they will explode"
stoicfaux
#37 - 2014-01-27 05:03:22 UTC
Stabdealer Tichim wrote:

Quote:
You mean aside from being a function of speed? And aside from the fact that the real unrealistic component here is that both ships fail to evaporate on impact dud to that speed?.

No, I meant the defensive shieid/armor and mass of both side will affect the consequence, not a simple conclusion that "they will explode"

Armor won't help with collisions given the masses and speeds involved. Shields are energy, why would they prevent collisions[1]? If you collide with an unshielded/unarmored asteroid and you have no armor or shields remaining, then why do you bounce instead of explode?

tl;dr I cast magic missile at the darkness.

[1] EVE shields cause ships to bounce off of objects. In the Empyrean Age, the Broker sabotages one of a station's shield generator thus allowing a titan to crash into the station and actually damage it.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Stabdealer Tichim
Hedion University
Amarr Empire
#38 - 2014-01-27 05:05:59 UTC  |  Edited by: Stabdealer Tichim
Remiel Pollard wrote:
Stabdealer Tichim wrote:


This is called projection, because your grasp on physics is atrocious, very simple physics, whereas Tippia's is spot on. For example...

[quote]Sorry, if you have inertia and try to turn around, what will happen is during your turning you will still moving ahead, make a U-turn and loss some speed, but still moving quite fast, towards the opposite direction though.


No apology needed, because you're wrong, based on your assumption that only objects in motion have inertia. Stationary objects have inertia as well, and require energy to get moving. The amount of energy required to get an object of x mass to y speed is the exact amount of energy required to slow that object of x mass to 0 from y speed, which means if the object is less than x mass, it will require even less energy.

I could go on, but I hate quote trains, and I've demonstrated well enough how your grasp of simple, 10th grade physics is appalling. Of course the game developers know more about physics than you, and I would bet more than three quarters of the game's player base knows more about physics than you do. They just don't apply in the science fantasy game realm.


I didn't try to suggest that "only objects in motion have inertia", if I say sorry then it's not for my mistake but for making you think in this way.

I could be wrong at multiple cases, and you can make all of the people have higher physics degree than me. However it will not change the fact that what I say is wrong or right.
In short, granting yourself a physics PHD and ripping off high-school certificate from me will not automatically make you always correct in physics.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#39 - 2014-01-27 05:11:18 UTC  |  Edited by: Abdiel Kavash
Funnily enough, I understand people who complain about things like some planets' temperatures being below absolute zero, or the gravitational force not being right with the planet's mass/volume. Sure, if it's just a number in an info window somewhere, you might as well make it make sense. For example, this is the case of missile icons you mentioned.

But this doesn't work with gameplay mechanics: EVE is a game first, and a simulator second. (And so is KSP.) Gameplay comes before scientific accuracy. Sure, when you fire a laser at your ship it explodes, it doesn't turn into a space butterfly. But that's about as far as the realism goes. EVE owes nothing to any particular law of physics: the universe works with its own laws which are different from the laws of our universe.

1) You are basically complaining that ship models don't have thrusters facing forwards. Some games have them. EVE doesn't. They wouldn't fit with the graphics style of many EVE ships. To do that, every ship in EVE would have to be remodeled from scratch. Thanks, but I'd rather CCP spend money on things that actually affect gameplay. It's easier to imagine that EVE ships are propelled by some mechanism that doesn't exist in our universe, and that can apply thrust in any direction.

Alternatively you could have a more realistic model where a ship stops by turning around and burning retrograde. This would severely affect the maneuverability of both small ships (which need to change directions quickly) and large ships (which take a long time to turn around). Both would have very significant gameplay effects and would make some things nearly impossible (for example, parking your ship at exactly 2,000 m from a titan to be ready to use a jump bridge, without actually running into said titan).

2) Very simply, if it worked the way you want it to work, an interceptor chasing after a target would only have to pulse its MWD once, and then could maintain its top speed without using any cap for as long as he wants to burn in a straight line. Ships relying on speed to out-track enemy guns could do the same. This would again be a massive change to how the cap usage works.

3) In (1) we already established that EVE ships can apply thrust in any direction. Is it so hard to imagine an autopilot that would automatically want to use this to correct your position after you get bumped? Or, to reverse it, would it improve your enjoyment of the game in any way if you had to just hit ctrl+space every time someone runs into you?


Quote:
People assuming themselves are sci-fi fan, but playing a spaceship game that uses air-resistance physics model, which is hilarious.

Yes, but (sane) individuals understand the aspects of both science and fiction in sci-fi. EVE is not in any way "hard" sci-fi, and nobody ever claimed it was or wanted to make it so. EVE is a strategy/combat/economy/social game which happens to have spaceships in it, nobody is calling it a spaceship simulator.

A fictional universe only has to be consistent with itself, it doesn't have to be consistent with our universe. If you state "ships can go above the speed of light, but only up to warp 10", it's fine as long as you don't suddenly have ships going warp 11. If you state "you can't transport through shields", and then you have people transport through shields (and it's obvious it's not a case of using a different shield technology or a different transporter technology), that's an inconsistency.
Rastafarian God
#40 - 2014-01-27 05:18:39 UTC  |  Edited by: Rastafarian God
Ummm.. stationary objects have inertia?

I realize you are talking about mass and that the 'heavier" something is in space, the more force is needed to get it up to speed, slow it down, or change directions. Either more thrust or the same amount applied longer.

So agility in the game does make sense.

But regardless. Its a game.