Engines: Fighters vs. Bombers...

Preacher

Swabbie
Banned
Hey, Y'all:

Here's an interesting question (one that applies to most space combat games, though I'm primarily interested in its WC implications):

Why is it that bombers, having heavier armor and greater mass, travel more slowly (and have less impressive acceleration) than fighters in the vacuum of space?...

In atmospheric flight, the answer is obvious: the pull of gravity and the existence of "drag" causes such craft to require more thrust (and thus more powerful engines) to keep them aloft. This, in turn, causes them to be even heavier and require MORE thrust to get/keep them going. However, in open space, there's no (significant) gravity OR drag, and thus this fact is essentially negated. In theory, then, the SAME engines SHOULD be able to propel a bomber just AS fast as it propels a (lighter and less massive) fighter. Yet in space game after space game, we find that this is not so (including our beloved WC games). Is this just a gaping oversight on the part of game designers, or perhaps a concession to the fact that we are "stuck" in the 21st century, where space flight is largely in its infancy?... Or, is there some other reason?...

I'd be interested to hear the insights of the astrophysicists among you as to WHY this is so. Anyone?....
 
Drag applies to fighters in Wing Commander just as much in space as it does in an atmosphere -- remember that all craft generate huge electromagnetic scoops to take in hydrogen... and this slows them down just like an atmosphere would.
 
sure this pertains to both WC and the real world. YOu are forgetting a little something called Inertia which means that a higher massed object has much slower acceleration and decelleration, this is true in space as well as in atmosphere. so the first part of your question is answered. Now for the lower speed there are several reasons, one is that the faster you go the harder it is to turn and to slow down (again inertia) so a massive ship has to go at a slower speed to be able to turn or slow down within a reasonable amount of time and distance. In WC the speed thing is further in effect because of the Bussard scoops which, since they provide the ability to turn and slow down/stop they need to compensate for the increased inertia of the craft, all this applys to capships as well. In the novels the scoops are closed and while the fuel holds out ships accelerate when in the vastness of space.
 
And before anyone goes on about weightlessness in zero gravity, inertia is based on mass, which is constant, regardless of gravity.
 
Originally posted by Bandit LOAF
Drag applies to fighters in Wing Commander just as much in space as it does in an atmosphere -- remember that all craft generate huge electromagnetic scoops to take in hydrogen... and this slows them down just like an atmosphere would.

...which begs another interesting question: why are these "scoops",which are spoken of as if they were actual moveable parts on the craft (in the WC books), not drawn on the craft, or accounted for, in the games?...Is it 'cuz they are JUST mentioned in the books, and therefore are "expendable" features to include in the game?... Curious.
 
Originally posted by Napoleon
...the faster you go the harder it is to turn and to slow down (again inertia) so a massive ship has to go at a slower speed to be able to turn or slow down within a reasonable amount of time and distance.

Thx. ...I knew about inertia as it relates to turning/maneuvering; I just didn't think it was pertinent to linear flight in open space...
 
Originally posted by Preacher


...which begs another interesting question: why are these "scoops",which are spoken of as if they were actual moveable parts on the craft (in the WC books), not drawn on the craft, or accounted for, in the games?...Is it 'cuz they are JUST mentioned in the books, and therefore are "expendable" features to include in the game?... Curious.

they are accounted for in the games. they are the reason the fighters fly the way they do
 
If you could you'd have people who were new to the game going, "ooh, I wonder what 'turn off scoops: S button' does?" and then they smack into the side of the Claw or Midway or whatever, and lose interest in the game, and don't buy any more.

Besides, you've got basic stuff like limitations of the [game] engine, gameplay balance, computing limits (you can't create a managable game with a full real-life physics limit that runs on a home PC, period); that kinda stuff. Besides, I doubt Mr. Roberts was considering all of this Star Trek-level technical jargon and so on when he set out with about 10 other people to create this game waaaaaaay back (relatively) in 1990.
 
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