This is for a game called From The Depths. In this game you make ships out of blocks and those ships then fight each-other. You can also make LUA programming scripts to control those ships, but certain information isn't available to user made scripts.
I could really use some help figuring out and understand the best formula for this because certain information isn't available and the math behind exactly balancing an object is unknown to me.
What we can know automatically:
- The x, y, z location of the craft in the world.
- Where the center of mass is located.
- The maximum size of the ship
- The current pitch and roll and yaw of the ship
- The Gravity at a given altitude ( It will go down the higher up you go, but a little will always be present )
- the Altitude of the ship.
- The Angular Velocity of the ship
- How many points of force are acting on the ship from all directions and the 2 possible directions of that force ( Helicopter blades ).
- We can also know how heavy the ship is, but the user has to manually enter it. ( The ship may get lighter as it takes damage, but there is no way of getting the current weight of the ship. Instead, we know what % health the ship is at and we have to estimate the current weight based on that. )
- The ship and the amount of force that can be exerted on a point is asymmetrical.
What we don't know:
- How much force is available for each point of force. (Users build the helicopter blades, but the game has no way to tell you how much lift/force is available )
With this information:
If I assume that each point of force can exert the same amount of force. How do I tell how much mass is resting on that point?
IE: Think of an asymmetrical shape that has strings attached to it in an asymmetrical pattern and the roll and pitch of the object may or may not be 0. How would you tell how much mass each string is holding up?
How do I tell what percent more force is needed on one side of the craft vs the other to stop the craft from pitching and rolling and yawing?
I could really use some help figuring out and understand the best formula for this because certain information isn't available and the math behind exactly balancing an object is unknown to me.
What we can know automatically:
- The x, y, z location of the craft in the world.
- Where the center of mass is located.
- The maximum size of the ship
- The current pitch and roll and yaw of the ship
- The Gravity at a given altitude ( It will go down the higher up you go, but a little will always be present )
- the Altitude of the ship.
- The Angular Velocity of the ship
- How many points of force are acting on the ship from all directions and the 2 possible directions of that force ( Helicopter blades ).
- We can also know how heavy the ship is, but the user has to manually enter it. ( The ship may get lighter as it takes damage, but there is no way of getting the current weight of the ship. Instead, we know what % health the ship is at and we have to estimate the current weight based on that. )
- The ship and the amount of force that can be exerted on a point is asymmetrical.
What we don't know:
- How much force is available for each point of force. (Users build the helicopter blades, but the game has no way to tell you how much lift/force is available )
With this information:
If I assume that each point of force can exert the same amount of force. How do I tell how much mass is resting on that point?
IE: Think of an asymmetrical shape that has strings attached to it in an asymmetrical pattern and the roll and pitch of the object may or may not be 0. How would you tell how much mass each string is holding up?
How do I tell what percent more force is needed on one side of the craft vs the other to stop the craft from pitching and rolling and yawing?