Orbiter-Forum  

Go Back   Orbiter-Forum > Projects > ORBITER: 2010-P1 > Feature
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

i would like a revilistic orbiter Issue Tools
issueid=942 04-16-2012 10:08 PM
Orbinaut
i would like a revilistic orbiter

its not realy a request for orbiter 2010 but i couldent find anyware else to post it. i was wondering if a future version of orbiter could be revallistic, not newtoinian.one of the reasons i want this is im making a project that needs it. but i dont think Martin would make an intire orbiter version just so my project can work but a revalistic orbiter would also be good for other orbinauts and would make orbiter even better


sorry if this isent the place to post this

also i just put the suggested version to build 100830 because i dident know what to put this in
Issue Details
Issue Type Feature
Project ORBITER: 2010-P1
Status Request
Priority 6
Suggested Version 100830 (2010-P1)
Implemented Version (none)
Votes for this feature 1
Votes against this feature 1
Assigned Users (none)
Tags (none)

04-16-2012 11:31 PM
Addon Developer
 
If by "revallistic" you mean "relativistic" then it doesn't make much sence as speeds in Orbiter (up to order of tens of kilometers per second) are far cry for any relativistic effect to manifest itself in any noticeable way...
I'm sorry if I misunderstood you.
Reply
04-17-2012 12:25 PM
Orbinaut
 
asmi is right.
You would have to gain about 100 000 - 200 000 km/s to see a little diffrence, which is not possible w/ any realistic or unrealistic add-on in orbiter.
Reply
04-17-2012 02:00 PM
shoemaker without legs
 
Quote:
which is not possible w/ any realistic or unrealistic add-on in orbiter.
It is certainly possible with unrealistic add-ons, most of the star trek ships can be run up to significant fractions of c, as far as I know.

It's also possible for realistic add-ons, if you take a generous measure for realistic (also, I can reach significant fractions of c with almost any ship, just give me high time acceleration and a lanet to bump into ).

Martin once mentioned that he thought about going relativistic, as he would consider it an interesting challenge, but that certainly wouldn't happen anytime soon...
Reply
05-22-2012 02:12 AM
Crazy about real time sims
 
I think speeds upto c ....in fact far beyond can be reached in orbiter easily simply because its representable by double precision. But the movement of the vessel will have to be controlled by the plugin with the effects provided by a graphics client.

see...its all easy
Reply
05-23-2012 07:22 PM
Addon Developer
 
Quote:
Originally Posted by dumbo2007
 I think speeds upto c ....in fact far beyond can be reached in orbiter easily simply because its representable by double precision. But the movement of the vessel will have to be controlled by the plugin with the effects provided by a graphics client.

see...its all easy
Everything sounds easy when it's not you who will have to implement that

I didn't quite get what double precision has to do with the issue. It's technically doable, but here is the thing - even coarse calculations (ignoring relativistic effects) shows that accelerating from zero to c even with 4G acceleration (limit for average human) will take 300 000 000 / (4 * 10) = 7500000 seconds = 2083.3 hrs = 86.51 days, or almost three months, during that the vessel will travel (a * t^2) / 2 = 1125000000000000 meters, or 7500 AUs, which is FAR beyond the border of the solar system
Reply
05-23-2012 09:09 PM
Orbinaut
 
Yes. Martin does right by not working on it, because there are many more important things. I think most of orbinauts won't ever notice time dilation in Orbiter if it would be implemented. Why? There's a proof:
Quote:
after 6 months on the ISS, the astronaut crew is indeed younger, but only by about 0.007 seconds
time travel
Reply
05-29-2012 08:45 AM
shoemaker without legs
 
Quote:
see...its all easy
I can't see a way to do time dilation via a module. I'd say its impossible without a severe change in the core architecture, as currently orbiter simply doesn't support more than one frame of referece, and all calculations are depending on the global time.
Reply
05-30-2012 02:01 AM
Crazy about real time sims
 
Quote:
I didn't quite get what double precision has to do with the issue.
I meant if I deliberately set the vessel's speed to 100c it will probably still get accepted accurately. Yes I know it takes a long time with current systems etc etc .

Yeah yeah I am not asking you or anybody else to do it . Simply saying that the numbers are small enough to actually fly a ship at multiples of c in Orbiter. Accurately simulating its consequences is tough of course.

Quote:
I'd say its impossible without a severe change in the core architecture,
Well one can take control of the ship's position(resetting it every frame) and maintain one's own clock in the module.
Reply
05-30-2012 07:26 AM
shoemaker without legs
 
Quote:
Well one can take control of the ship's position(resetting it every frame) and maintain one's own clock in the module.
Position alone doesn't do the trick. You have gravity to concern yourself with, which will be a lot harder to manipulate.
Reply
Reply

Issue Tools
Subscribe to this issue

All times are GMT. The time now is 03:09 PM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
Copyright 2007 - 2012, Orbiter-Forum.com. All rights reserved.