- #1

Adder_Noir

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Hi,

I'm trying to model air resistance to try and predict where destroyer gun shells will land on an online computer game. I've tried quite a few things which have met with some success but are not accurate enough. I think however this time I

I've taken air resistance to equal 'x' and horizontal speed to equal 'u' and have taken a constant 'k' which represents the constant factors of the shell's area and air density.

I've drawn what I think will be the behaviour of the shell's speed in flight plotted against time. Given that the area of a speed/time graph is always equal to distance travelled, and also that the integral of graph's line equation produces the graph's area, then I think I've come up with a valid equation but I'm not sure.

http://img489.imageshack.us/img489/7430/pic1001vs2.jpg" [Broken]

I could do with someone to have a look at this as it's been a long time since I did anything of this nature.

Please I must request that you don't blind me with science as obviously it's a computer game not reality so the modelling to reality used by the game's engine won't be particularly realistic and also I'm not experienced enough to understand a really complex reply.

I just need one of your guys to have a look at let me know if the equation at the end is valid and if there are any mathematical errors in my methods or any fundamental physical flaws in what I've done.

Thanks in advance for the help

I'm trying to model air resistance to try and predict where destroyer gun shells will land on an online computer game. I've tried quite a few things which have met with some success but are not accurate enough. I think however this time I

*might*have found a better solution in the form of the equation below.I've taken air resistance to equal 'x' and horizontal speed to equal 'u' and have taken a constant 'k' which represents the constant factors of the shell's area and air density.

I've drawn what I think will be the behaviour of the shell's speed in flight plotted against time. Given that the area of a speed/time graph is always equal to distance travelled, and also that the integral of graph's line equation produces the graph's area, then I think I've come up with a valid equation but I'm not sure.

http://img489.imageshack.us/img489/7430/pic1001vs2.jpg" [Broken]

I could do with someone to have a look at this as it's been a long time since I did anything of this nature.

Please I must request that you don't blind me with science as obviously it's a computer game not reality so the modelling to reality used by the game's engine won't be particularly realistic and also I'm not experienced enough to understand a really complex reply.

I just need one of your guys to have a look at let me know if the equation at the end is valid and if there are any mathematical errors in my methods or any fundamental physical flaws in what I've done.

Thanks in advance for the help

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