How do I factor in that I need the angular velocity to equal zero when the ship will be at the final direction?
Edit: Accelerating for half the time and decelerating for half the time would work for the example of starting from zero rotational velocity, but when implemented the ship might not...
Thanks, that's cool and all but its not really my question.
I want to do the rotation as fast as possible, so the ship would go directly from accelerating rotation to decelerating rotation. What I need help with is the maths for figuring out when to decelerate rotation.
I am programming an addon for a space game/simulation (Kerbal Space Program) and I am looking for some help with a bit of physics.
The part I need a little help with is related to attitude control. If the ship is rotating, is there a mathematical way to calculate when it needs to begin to...