Optimising interplanetary travel times (for a game)

In summary, the conversation discusses the problem of calculating the optimum angle for a linear-pathed spacecraft to leave one planet and reach another while both planets are undergoing uniform circular motion. The planets have random periods and sizes, and the goal is to find the travel time, distance, and linear formula for the craft's path. The conversation also mentions the role of gravity and suggests looking into Lambert targeting and "porkchop plot" for further research.
  • #1
Kael42
20
0
Calculating the optimum angle (resulting in the minimum time) for a linear-pathed spacecraft (unaffected by gravities) to leave a planet performing uniform circular motion to reach another planet undergoing uniform circular motion.

I am really struggling to work my head around this problem, I was hoping someone on here might have a crack at it, and see what they end up with.

So in this game I am working on, planets orbit a central star, performing uniform circular motion around it. The planets have various different periods (a randomised variable) measured in "steps", and different sizes (also randomised) measured in units unspecified (please identify the unit symbol used). For the purposes of the 2D game, mass is directly proportional to circumference.
Distance is also in unspecified units, so again please identify the unit symbol used.

So, call the initial planet "A", with initial position (xA, yA) on a circular path.
The destination planet "B", with final position (xB, yB) on a circular path.
The circular paths will require 2 parametric equations each, all containing time.

From this, the direction from A to B will be found, and a parametric linear equation fitting this. Assume the craft has a constant velocity, v.

The final values I require are travel time, travel distance, and the parametric linear formula for the path taken by the craft.

Did I miss anything?

Thanks, Kael.
 
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  • #2
What you missed is that gravity also affects spacecraft . Since your problem is non-physical, nobody has studied it.

If you want gravity to also affect your spacecraft you might want to look into Lambert targeting. Also google the term "porkchop plot".
 
  • #3
As D H says, a spacecraft cannot fly from one planet to another along a straight line. You might also want to look at "Hohmann transfer orbit".
 

1. How is interplanetary travel time calculated for a game?

In a game, interplanetary travel time is typically calculated using a combination of real-world physics and game design elements. Factors such as the distance between planets, the speed and power of the spacecraft, and any obstacles or challenges along the way are taken into account to determine the total travel time.

2. Can interplanetary travel time be shortened or accelerated in a game?

Yes, interplanetary travel time can be shortened or accelerated in a game through various means. For example, players may have the option to upgrade their spacecraft with faster engines or use shortcuts or wormholes to reach their destination quicker. However, these shortcuts may come with a cost or risk, adding an extra layer of strategy to the game.

3. How do game developers determine the optimal interplanetary travel time for a game?

The optimal interplanetary travel time for a game is determined by considering the overall gameplay experience and balancing it with realism. Developers may also conduct playtesting and gather feedback from players to fine-tune the travel time and make it more engaging and enjoyable.

4. What are the potential challenges in optimising interplanetary travel times for a game?

One of the main challenges in optimising interplanetary travel times for a game is finding a balance between realism and gameplay. While shorter travel times may make the game more exciting, it may not accurately reflect the time it takes to travel between planets. Additionally, technical constraints and limitations may also impact the optimization process.

5. How can interplanetary travel times be used as a game mechanic?

Interplanetary travel times can be used as a game mechanic in various ways. For example, longer travel times can add a sense of urgency and challenge for players to plan and strategize their journeys effectively. It can also be used as a way to introduce resource management elements, where players have to carefully manage their supplies during the journey.

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