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#17
Thanks, Dino. That makes perfect sense. You're considerably better at explaining than Wikipedia is with their insane mathematical equations.
Also, I read 5 (I think?) books of The Expanse, and I don't recall anything but railguns in there.

--IronDuke
Moving toward the future at 60 minutes per hour.
Epic Limit Theory Limerick
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#18
IronDuke wrote: Also, I read 5 (I think?) books of The Expanse, and I don't recall anything but railguns in there.
Pretty sure the railguns are long-range ship-ship guns and the Gauss cannons were PDC's.
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#20
0111narwhalz wrote:
IronDuke wrote: Also, I read 5 (I think?) books of The Expanse, and I don't recall anything but railguns in there.
Pretty sure the railguns are long-range ship-ship guns and the Gauss cannons were PDC's.
Exactly. They call point defens cannons (PDCs) Gauss cannons sometimes. And railguns are for insane ship to ship hole-doing from far away.
I have been - and always shall be - your friend.
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#21
Alright, let's have some fun.

Why does carbon fiber have such a bad shear strength vs it's tensile strength?

Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
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#22
I'd guess because its "glued" together fibers with high tensile strength.

The fibers themself dont give much support in directions that arent pulling on any of them, they just flex. And place all of the stress on the "supplemental" epoxy
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#23
Do you guys actually draw free body diagrams or do you use computer software?
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#24
If you apply a force off of the center of mass of an object, how much angular acceleration does it provide? What's the formula/equation/thingy for this?

E.G. For maneuvering thrusters, I need to know how much force to apply at the thruster location to get a specific angular acceleration. My physics book seems to cover everything except that.

--IronDuke
Moving toward the future at 60 minutes per hour.
Epic Limit Theory Limerick
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#26
Cornflakes_91 wrote:angular acceleration = force * lever lenght (distance from CoM) / moment of inertia

dont forget that that also still applies a linear acceleration as usual if you have unbalanced thrust
And crucially the moment of inertia must be calculated in the plane that the torque is applied
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#29
IronDuke wrote:Oooh, thanks guys! This is super simple helpful!

--IronDuke
you can take variations of the "3D inertia tensors" from my link and adapt them to spaceships (for example the ellipsoid one adapted to the dimensions of the ship)
and just put your x,y,z torques into those formulas (attention with signs!)
to get a probably passable approximation.
with "only" 7 variables attached to the ship

and to avoid having to calculate accurate moments of inertia for your ships
Last edited by Cornflakes_91 on Wed May 17, 2017 1:12 pm, edited 1 time in total.
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#30
IronDuke wrote:Oooh, thanks guys! This is super simple helpful!

--IronDuke
Uh dude if you're implementing 3D dynamics that stuff is super complicated

The equations of motion get really busy

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