Fizyk
Member
Yeah, I know. There are better and worse approximations, though I think I have an idea for a better approximation than the one I'm using now, but it can turn out to be impossible to implement in a reasonable way (it depends on whether some integrals can be calculated analytically or not).Linguofreak said:You can't really accurately do Doppler with an RGB image. You'd need actual spectral data.
Yeah, I'm planning to add some more information. The main problem is what information will make sense and how to get it For example, I'm not sure if representing the velocity vector of the ship in the ship's frame of reference makes sense and what actually is the "true" direction to the black hole. I think this can be done though.Linguofreak said:I would like more situational awareness info, though. Only knowing my distance from the black hole and what info I can gain visually makes navigation rather difficult, especially in terms of setting up any kind of orbit. It would be nice to have a velocity mangitude indication, plus HUD markers for the velocity vector, the point opposite the velocity vector, and the circle of points at 90 degrees to the velocity vector, as well as the true direction to the black hole (necessary because the aberration of light skews the observed direction to the hole if you have any significant tangential velocity), and the points at 90 and 180 degrees to it.
I was thinking of adding some kind of an orbit MFD, but since the orbit shapes can be really crazy, I didn't have any idea about how to do it. This might be a nice way, thanks for the suggestionLinguofreak said:What would be really sweet, but maybe a bit more work, would be to include an effective potential graph like in the right panel of the applet here. That would make it really easy to judge your orbital situation (whether you are bound for the singularity, in a stable orbit (and if so, how close to circular), or on an escape trajectory).
Yeah, I thought of it too. I didn't want to do it at first, because the rotation is supposed to be the rotation of the ship, but since it's not very realistic anyway (changes in angular velocity are instantaneous), I'll change it.Linguofreak said:Also, it would be nice to have the rotational controls be independent of time warp and pausing. As it is, it can be hard to get a good look around as you cross the event horizon, as everything happens so fast.
On a side note, a quite interesting thing is that in a way acceleration and angular velocity are the same. In fact, I'm using one method to simulate them both. I'm still not sure how to interpret this.