Hi Onno,

Wowsers.

At the moment, I was looking at simple 2D space for the following reason:  If 
the planets are all moving more or less on the same plane (not entirely 
realistic to be sure!), then for purposes of visualization, one could go with a 
2D surface and get the gist of planetary motion issues - as most of the planets 
will be relatively on the same plane.

As for ignoring time spent accelerating - the formula Displacement = starting 
velocity x time + 1/2 acceleration x time x time would be just as easily 
implemented as ignoring the time spent accelerating.  That is why I worked on 
being able to record the built up velocity vector using polar coordinates 
centered on the craft itself.  That is also why I had to figure out how to add 
vectors for acceleration and built up velocity together, and then finalize the 
answer relative to the sun.  While a little tricky, it shouldn't take all too 
much effort to do (or I wouldn't have tried to do it!).  When I get the chance, 
I'll dig up my notes on what I figured out, and write it out as an algorithm.  
This way, either of us can code it (assuming you want this for yourself that 
is!)

As for programming on your vacation time, I have to smile at that knowing that 
when I go on a camping vacation, my long suffering wife puts up with the stuff 
I take, which includes a calculator, notebooks, and of course, gaming books.  
When one is camping for a week with a tent, that tends to give one a lot of 
time to think about things.  :)

As I've mentioned before, graphics is definitely not my strong suit, and any 
zooming in and/or out is something I will have to teach myself to do with 
VB.NET, but I'm guessing that you're more capable with what you use (probably 
not VB.NET) than I will ever be with anything.  So I will definitely be 
interested in anything you craft together!

Now, the ignoring of solar sailing craft?  What might be fun in the long run is 
to keep your options open in the sense that phase I of the program might 
include only Traveller style constant acceleration reactionless drives.  Phase 
II might include reaction engine space craft, while Phase III might include 
solar sailing craft.  If you want, I'll dig up the formula for calculating 
"sling shot" velocities based on using any of the planetary masses.  I think 
I've posted that formula at the other GURPS website...

          Hal

-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Onno Meyer
Sent: Wednesday, October 12, 2011 5:45 AM
To: The GURPSnet mailing list
Subject: RE: [gurps] Planetary movement and checking the Math

Hello Hal,

I'm not supposed to do any programming on my vacation, but a 
little design can't hurt :-)

* Will your program be two-dimensional or three-dimensional?
  The error of pressing everything into the ecliptic rivals 
  what you get from circularizing orbits, so if you do one,
  why not the other?

* There might be four of five kinds of object on your map.

  - The sun, at the center of it all, as reference point.
  - Planets moving around the sun.
  - Possibly moons moving around the planets.
  - Constant-acceleration spacecraft, with an accel stat.
  - Variable-acceleration craft, where accel changes over 
    time and delta-V is limited. It might be possible to 
    to ignore time spent accelerating, and to assume an 
    instant vector change followed by coasting. 

  I'm ignoring solar sailers, interstellar rocks, etc. 

* There should be a "tabletop display" with a zoom function 
  and a clock which can be slowed, stopped, accelerated and 
  reset. 

* The position of the planets could be calculated like that
  of a coasting spacecraft, subject to the gravity of the 
  sun, and moons could be coasting around their planets. 

  As mentioned, that is probably overkill. Have the planets
  move on a circle around the sun, and the moons move on a 
  circle around the planets. They move with the clock.

* For spacecraft, the first stage of the project covers 
  movement from one planet to another. Enter start time, 
  accel or delta-V, and the destination, and the system 
  calculates a flight plan. This is shown on the tabletop
  display the same way planetary orbits are show, with 
  hash marks representing time. Probably ships get a 
  smaller time scale, and different hash marks.

* Really useful, and really difficult, would be various 
  "intercept calculator" options -- ship A moves from Mars
  to Ceres, can ship B from Earth make an intercept or 
  even rendezvous? If so, where and when does it happen?

  I'm using intercept to describe "same place, same time,
  different vector" and rendezvous for "same place, same 
  time, same vector".

* There could also a tool which gives the next launch 
  window for minimum-time or minimum-delta-V flights 
  between planets.

* GT has two-dimensional, hexgrid, vector maneuvering rules. 
  Maybe the program should be able to zoom in to this scale,
  to help with space combat. 

That sounds like something like the running example/exercise
for a semester-long course Object-Oriented Programming 101.

Regards,
Onno
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