Difference between revisions of "Talk:Relativity effect"

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(relativistic adding of speeds)
 
(question for SvdB)
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-- [[User:Svdb|SvdB]] 00:42, 22 Nov 2004 (CET)
 
-- [[User:Svdb|SvdB]] 00:42, 22 Nov 2004 (CET)
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:Hey SvdB, are you sure about that.  I've being getting empirical data that for projectiles, their speed in the is the same regardless of how fast the ship is going.  I did it with the Chenjesu Broodhome and timed how long it took for the crystal projectile to wrap all the way around for the following cases: stationary broodhome, fired forward-broodhome at max speed, fired backwards-broodhome at max speed.  But maybe there's more going on in the code than I'm guessing.  How exactly does the code determine a projectile's speed?  I'd like to figure this out before editing this page.

Revision as of 23:02, 12 August 2005

"If the theory of relativity would apply, the plasmoid would be fired with the start speed plus ship speed." That's not true. That's using classical mechanics. With relativity, to add two speeds v1 and v2, you'd have to do this:

vcombined = (v1 + v2) / (1 + (v1 * v2) / C2)

where C is the speed of light.

In the game classical mechanics are used, with an cap on the maximum speed (wrt the viewer).

-- SvdB 00:42, 22 Nov 2004 (CET)

Hey SvdB, are you sure about that. I've being getting empirical data that for projectiles, their speed in the is the same regardless of how fast the ship is going. I did it with the Chenjesu Broodhome and timed how long it took for the crystal projectile to wrap all the way around for the following cases: stationary broodhome, fired forward-broodhome at max speed, fired backwards-broodhome at max speed. But maybe there's more going on in the code than I'm guessing. How exactly does the code determine a projectile's speed? I'd like to figure this out before editing this page.