This is a slightly odd request, but I'm hoping that maybe some of the kind folks here would be able to help me out.
I'm currently in the process of writing a hard SF game. While monkeying away on the core engine, I'm trying to sketch out a rough idea of how the game will work - ie. the mechanics.
One such problem is how to handle the propulsion systems. Theoretically, a ship could carry on accelerating to an almost infinite speed until it got closer to the speed of light (which would take a long time). The time taken obviously depends on the maximum acceleration limited by either what the human body can withstand, or what the structure can withstand (in the case of something like a sleeper ship).
That's all well and good, but in combat you don't want the throttles linked directly to the overall thrust. Ie. 100% throttle should not produce 100% thrust as you'd have ships going at wildly different speeds making combat a nightmare, not to mention try to pull off evasive maneuvers would be almost impossible.
For long distance travel you obviously want it so that the throttle is directly linked to thrust and thus controlling the rate of acceleration. For anything else you want it so that the throttle sets an absolute velocity up to a certain maximum velocity. How do I decide this maximum velocity?
I'm thinking something along the lines of:
We know the maximum deceleration (the lowest of: what the body can withstand, what the structure can withstand, or what the thruster can produce), thus if the ship travels at maximum 'combat' velocity and full reverse thrust is applied, the ship must come to a stop within X period of time.
I actually had another question too, but you will be pleased to hear that I've forgotten it haha!
Anywho, if you've read this far, thank you - I do have the tendency to waffle sometimes.
Thanks all,
Mike



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