@256bits
Hope I can clarify the problem a bit.
First the goal, which is to achieve a state where dV, V, and A are simultaneously equal to 0 in as little time t as possible.
So I believe that can be expressed as 0∫tdV dt = initial 0∫tsin(A) dt = -Vinitial, at least if we disregard air drag R...
@256bits
The relationship of V to pitch angle (A) is the acceleration of the helicopter.
The acceleration of the helicopter is t * cos(A) / m, where t (thrust) and m (mass).
Both t and m are constant, so those can be disregarded, so we just have acceleration = cos(A)
Hope that makes sense,
Thanks
@FactChecker Appreciate your response.
The slight issue is that the game already has all the physics mentioned above in place. I certainly already have some number "cheats" in the game, but I guess this is where I would like to draw the line.
While the biggest reason for me posting here is to...
Hello again everybody.
Encountered another challenge with the helicopter game we've been writing.
For sake of simplicity, let's consider this to be a one-dimensional problem.
I have a helicopter traveling at speed V and an arbitrary pitch angle A.
The acceleration of the helicopter is defined...
@BvU @PeroK @Mark44
Wow thanks guys, this is awesome! Works flawlessly.
Plus this resource is really nice to have out there, since hours and hours of googling didn't yield a solution for this, even though it seems like a very useful function.
Thanks again!
@PeroK I'm not quite as nimble as you are I'm sure as far as math goes, what would the quadratic look like in the end? And ultimately, how would that be solved for α?
P.S. I really appreciate you guys helping me on this, I thought this thread was going to go unnoticed and ultimately die
For context, I am shooting bullets or unguided rockets from a helicopter or a ground vehicle.
The ranges can be pretty long, I'd say over a kilometer, while the travel speed of the projectile is currently significantly lower than the real-life counterparts, for example 120m/s vs an actual...
Hi @BvU
Appreciate the response and the breakdown.
I've been scouring the internet and other various resources and as you point out, the case does seem to be generally avoided.
So it seems like there's no elegant solution for solving for α here (unless I'm looking right past it).
Full...
In a process of writing a game. Effectively need to know how to angle the barrel for the projectile to hit the selected target.
So for the equation
y = h + x * tan(α) - g * x² / 2 * V₀² * cos²(α)
Everything except α is known. Could anyone more wise in the ways of science than me help me solve...