Jump to content

Is plannet's surface in game in non-inertial frames?


Cesrate

Recommended Posts

I mean... Is the sideral rotational acceleration counted? So there's a tiny difference between the gravity on pole and on equator... And foucault pendulum if the game's accurate enough...

Edit: So, it's confirmed at least within the error range(bigger than the value to be measured, LoL). Any idea from Modders to make a Foucault pendulum?:D

Edited by Cesrate
Link to comment
Share on other sites

I know the sidereal rotational acceleration is counted, an easy test is launch east and the launch west. East is about 800Dv easier.

I didn't mean velocity; I mean acceleration effect. So, both on Kerbin sea level the gravity on equator should be about 0.05m•s^(-2) lesser than on pole.

Link to comment
Share on other sites

It basically means that because the equator is moving faster than the poles in a circular motion, the gravity that you feel is reduced due to centrifugal force from your rotation pulling you up slightly. Does this help :P

Usually we don't use inertial force to describe motion to avoid the possible misunderstanding, or you'd better declare it's in non-inertial reference frame and "centrifugal force" is an inertial force.

Link to comment
Share on other sites

I have no idea what any of this means :(

As for the description in inertial frames, if an object is on or near the surface and following planet's sidereal rotation, part of gravitational force from the planet will perform as centripetal force to help the object staying at the surface, and the gravity effect, causing objects to fall, should be vector G - vector v^2/R.

Link to comment
Share on other sites

While I don't think the centripetal force is taken into account (a good way to test this would be to take a marker with a horizontal stip and have a kerbal jump at both the pole and the equator) but it does take into account the Coriolos Effect, which is why it's cheaper D-V whose to go east.

Link to comment
Share on other sites

While I don't think the centripetal force is taken into account (a good way to test this would be to take a marker with a horizontal stip and have a kerbal jump at both the pole and the equator) but it does take into account the Coriolos Effect, which is why it's cheaper D-V whose to go east.

We don't need jumping kerbals, we have sensors. And they work. Use the accelerometer.

Link to comment
Share on other sites

I love how there is so much mathematics and science in KSP as well as the basic: "Add more boosters and struts until your rockets reach space and don't blow up" aspect. :)

There are two kinds of people in this world community. The ones that math. And the ones that booster.

Link to comment
Share on other sites

It basically means that because the equator is moving faster than the poles in a circular motion, the gravity that you feel is reduced due to centrifugal force from your rotation pulling you up slightly. Does this help :P
Usually we don't use inertial force to describe motion to avoid the possible misunderstanding, or you'd better declare it's in non-inertial reference frame and "centrifugal force" is an inertial force.

So If I'm understanding correctly, it's not that the force of gravity is less at the equator but rather the fact that you are being accelerated faster at the equator than at the poles means, in essence, there is less gravitational acceleration toward the center of the planet acting on you.

If this is the case, and I understand correctly, the acceleration due to gravity should be greatest at exactly the North and South Poles and should be the least at the Equator.

Assuming all these things, I would think KSP simulates these things just because it is a natural affect of stuff; kind of like launching east requires less delta-v and accelerating in a lower orbit reduces delta v costs.

As for the description in inertial frames, if an object is on or near the surface and following planet's sidereal rotation, part of gravitational force from the planet will perform as centripetal force to help the object staying at the surface, and the gravity effect, causing objects to fall, should be vector G - vector v^2/R.

I think, for whatever reason you have just explained to me something I already knew intuitively. Why it is I have to accelerate to a certain velocity to attain a certain altitude.

Edited by AmpsterMan
Link to comment
Share on other sites

Follow-up: There's too much atmospheric drag on kerbin for me to feel confident with these results. If someone wants to head to Tylo, though, they may get MUCH better data landing at the poles there.

Link to comment
Share on other sites

There are two kinds of people in this world community. The ones that math. And the ones that booster.

Maybe... Exactly...

Follow-up: There's too much atmospheric drag on kerbin for me to feel confident with these results. If someone wants to head to Tylo, though, they may get MUCH better data landing at the poles there.

Could you post your whole structure?:) So it's using KAS?

Edited by Cesrate
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...