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Antoher solution for Spacekraken (would it work?)


eyecikjou567

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I thought about Krakensbane. (Bad English incoming im German)

My solution is more complex to think through but can be solved

by a computer easily.

The solution is instead of applying the forces to the space make the forces more exact.

I know that float have a maximum number of 0 behind '0,' but instead of using three (xyz) use

9 (x0.y0.z0-x1.y1.z1-x2.y2.z2)

A ninedimensional system (almost)

You make three vectors.

The first is the largest. Its the speed calculation and its almost the same as the simulation-on-rail one.

It applies to the whole ship.

The second one is the bigpart corrector. It applies to all element of a stage(?) and makes the direction of travel more exact and allows wobble between stages.

The third one is the part corrector. It applies to every part of a ship and make Intrastage wobble possible.

The size of all three is fixed.

V1(shipvector) > V2(stagevector) > V3 (partvector)

So the most of the speed is catched in the V1

The rest is taken by V2.

V3 will move parts on Intrashipmoves (accelerating)

All the together can make the total Vector of movement (Vt) more exact due using more "dimesions".

Why i say dimensions?

Its simple. When you place a point in a 3D-room with a scale of 10,10,10 and a floatness(?) of 0,1 you can

place a point say at 2,3

When you take the same point and draw a vector from this to ANOTHER 3D-room with a scale of 0,2 and floatness 0,001 you place him at 0,025. The total vector is now 2,325.

In the third 3d system with a scale of 0,002 and a floatness of 0,00001 you can place it at 0,000079

Vt is now 0,0,0->2,3->relative0,025->relative0,000079 = 2,32579

by using a two number system.

Hope someone understands

Edited by eyecikjou567
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