Acceleration and deceleration in best possible time-rotation

Click For Summary

Discussion Overview

The discussion revolves around the mechanics of rotating a missile in space using thrusters, focusing on the calculations needed to achieve optimal acceleration and deceleration without overshooting the target angle. Participants explore theoretical and practical aspects of angular velocity, thrust application, and the effects of mass loss on rotation.

Discussion Character

  • Homework-related
  • Technical explanation
  • Exploratory

Main Points Raised

  • One participant describes the setup of a missile with thrusters and seeks to calculate the force required for optimal rotation and stopping at a target angle.
  • Another participant notes that once a body is rotating, it will continue unless an opposing force is applied for the necessary duration.
  • A participant asks how to determine when to start deceleration based on current angular speed and the angle remaining to the target rotation.
  • It is mentioned that firing an opposing thruster can halt rotation, assuming mass loss is negligible.
  • One participant expresses the need to account for initial angular velocity when calculating deceleration timing.
  • A suggestion is made to create a diagram to visualize the problem, though one participant indicates a lack of ability to do so.
  • Another participant requests an equation for the distance (angle) traveled during constant deceleration from a certain angular velocity to zero.
  • A participant shares experimental findings that suggest a consistent ratio between angular velocity and angle, and presents a function they developed to calculate angle based on angular velocity and deceleration.
  • One participant concludes that their last approach has resolved their issues, though it is noted that the calculation method may not be processor efficient.

Areas of Agreement / Disagreement

Participants express various viewpoints on the mechanics of rotation and deceleration, with no consensus reached on the best method or equations to use. The discussion remains unresolved regarding the most efficient approach to the calculations involved.

Contextual Notes

Participants mention limitations in their understanding of physics and the complexity of the calculations involved, indicating a reliance on experimental data and personal observations rather than established theoretical frameworks.

Karwoch
Messages
7
Reaction score
0

Homework Statement


I have a missile in space, and I want to rotate it by using thrusters - eight of them - two on every of four sides as force is applied pendicular - left, right, up and down - both on front and end of missile. Now I have angle to target, I know which thrusters should I turn on to rotate in right direction, and I have angular speed.

Homework Equations


How to count how much force I can apply to rotate as fast as it is possible, and not to overshot?
Second one - how to check when I need to apply opposite force to just stop exacly at target?

The Attempt at a Solution


For now I`m using "angular velocity/angle to target" value to estimate what I need. It works somewhat, but it isn`t that good as it should. I`m no physicist, or mathematican or even good computer programer, so this is very very hard for me ;) And I would love to present world a quite realistic space battles :)
 
Physics news on Phys.org
Hi Karwoch. Once you start a body rotating it will continue to rotate endlessly, only ceasing if you counter that rotation by appying an opposing force for the requisite duration.
 
Exactly :) Now I have working thrusters in needed direction, I only need data when to start deceleration with full force (or 90% to have manoeuvring threshold). So, I have my angular speed, maximum angular change in delta time (or time), and angle left to target rotation. How I can "transform" my angular velocity value to angle with my maximum deceleration force?
 
There being no friction, if you fire a thruster with maximum thrust, the rotation can be halted by firing an opposing thruster of identical thrust for the same duration. (This assumes the loss of mass in thruster fuel causes insignificant change in the body.)
 
Yes, I do not count in loss of mass, fortunately ;) This is right, but only in case missile start accelerating from zero velocity, and when it will track something this won`t be a case. So I still need to calculate angle to angular velocity time when I should start to decelerate.
 
I think you are about at the point where you should draw and label a diagram, and attach it.
 
Er... I have no idea about how to do it unfortunately... And still diagram won`t give me anything if I can`t tell anything from my own knowledge... I even try to watch all lessons on angular velocities, with no much of effect. That is why I finally tried to find help here - if I would know how to do diagrams, and all physics stuff I would never bothered anyone for help... I like creating, but unfortunately I do not understand physics very well...
 
Basically, I need equation for distance (angle) traveled with constant deceleration from certain angular velocity to zero.
 
I can`t do diagrams, but I can do experiments on my environment. I had measured that angular velocity to angle is pretty constant (obviously) with 1.144 ratio. Also I measured missile acceleration in each frame, so now I just created a function which counts on this data angle which will pass with max deceleration:

Code:
        float angularVelocity = myRigidbody.angularVelocity.magnitude;

        while (angularVelocity > 0)
        {
            angle += angularVelocity * 1.1455f;
            angularVelocity -= 0.0008f;
        }

With it I`m now pretty close to what I want to achieve. But it still isn`t close enough somehow. And also, this calculate is long loop, with many missiles every frame, this will be probably not very processor efficient. If anyone would have a simpler equation, I really would appreciate it!
 
  • #10
Actually this last one works! And it finally solved all my problems.
 

Similar threads

  • · Replies 13 ·
Replies
13
Views
11K
  • · Replies 10 ·
Replies
10
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
  • · Replies 5 ·
Replies
5
Views
3K
  • · Replies 18 ·
Replies
18
Views
4K
  • · Replies 1 ·
Replies
1
Views
3K
  • · Replies 1 ·
Replies
1
Views
3K
  • · Replies 5 ·
Replies
5
Views
3K
  • · Replies 17 ·
Replies
17
Views
2K
  • · Replies 11 ·
Replies
11
Views
2K