I always sort of thought that you weren't even from the US.
My brother actually goes to UT @ Austin.
(doubt you'd know him though)
You know, I can't decide if saying that I don't seem like I'm from the US is a compliment or not. Considering how most of the rest of the world considers the US these days, i guess it probably is? :lol: And yeah, doubtful I'd know him, unless he's also a CS (or possibly Linguistics) major. It's a big school.
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Back to the original topic:
tblaxland:
I tried the algorithm you gave, but it doesn't entirely avoid rotations. The acceleration vector will be in the ship's local reference frame, and the relative position/velocity that you fetch will be in the global ecliptic frame. One of them must be converted to the other, so you won't be able to completely get rid of rotations.
Moreover, now that we can account for source of the vast majority of the error, we know that the problem isn't coming from the rotation matrices. Thanks though.
I'll post here when I have a way of accounting for this discrepancy. I suspect it would be even more of a problem on say, the Jovian moons, due to the influence of Jupiter.
Haha, I just tried it on Io. The calculation is off by .691 m/s^2 when I'm landed...that's kind of a big error. And another interesting tidbit: due to the gravitational influence of Jupiter, the net gravitational force on the surface of Io is not necessarily straight "down" into the moon, but rather off to an angle with respect to the local horizon. Put yourself on the surface of Io and turn on force vectors! That's just weird.
Anyway. Accounting for the acceleration due to other bodies in the VAccel calculation while landed. I'll get right on it.
EDIT: Apparently i forgot to copy over the new version of my testing code, so the error of .691 was from an older version. The actual error varied between .0038 and .007.