Wankel engines in space?

@Rueplays: That's interesting information, so what I'm asking for is already in place, the effect is just so miniscule it's barely noticable. Imho it should be increased.

Thank you very much.

Have you noticed the speeds? Eagle maximum speed is 220m/s, 30m/s is just about 13% of full power at 2 pips. So the difference will be larger until the max speed is reached.

For Cobra this difference is about 3-4 seconds between main thrusters and maneuvering/retro thrusters (acceleration time to maximum speed with full power to engines).
 
Have you noticed the speeds? Eagle maximum speed is 220m/s, 30m/s is just about 13% of full power at 2 pips. So the difference will be larger until the max speed is reached.

For Cobra this difference is about 3-4 seconds between main thrusters and maneuvering/retro thrusters (acceleration time to maximum speed with full power to engines).

Well - the thing is neither me nor anyone else in the thread seems to have noticed it until Rueplays posted his measurements.
 
Op, you seem confused, let me clarify a few things. In this game world *cough*, excuse me, getting over a cold. In this game world Gideon created super cruise and hyperspace travel, albeit accidently. Without going into too much detail I will explain the mechanic of "Forward and rearward acceleration" in this game.

The universe of ED is full of what we call "Quantits" these are invisible strings of matter permeating the cosmos. Gideon happened upon these during some high power engine tests and found that a "Gideons bubble" as he named it, could be formed around the spacecraft increasing performance 100 fold. No more slow acceleration, no more worry some weeks of deceleration or having to flip a craft 180 degrees to use the main engines to slow down.

What happens now is the engines, all engines in this game universe use this theorem , regardless of the civilization, as they discovered before or after along with what Gideon had discovered that these Quantits allow a bubble to form around the craft and can be altered to pull or push in any direction depending on the application, keep in mind mass affects performance.

Engine exhaust is not traditional exhaust or thrust as many would believe, what people see in boosting or at max throttle are the heat dampners expending the heat generated by the Quantits interaction, the more power applied into any set direction the bigger the glow and exhaust trail. This is needed because not even the normal heat exchangers could cope with the enormous heat output (Somewhere in the Glocktic range)

The only drawback in using Quantits for movement is the violent shaking and shearing the spacecraft endures in performing any maneuver using this technology, this can be experienced by emergency dropping from hyperspace or super cruise and damaging your ship.

Hope this clears up any questions you had OP. :)
 
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@CATPAIN KIRK

I've done a bit more digging. Infact never really got to play today other than to record some footage so I could step through it and stick a ton of numbers into a spreadsheet but I think it might be the breaking force (space drag?) that's annoying you and in general making everyone think that retros are hugely powerful when they're not.

I'll want to look a bit deeper so I got more spreadsheeting to do but here's a screenshot of a spreadsheet (!) graphing speed over time. Note the axis. Red line roughly marks peak speed.
 
@Graill: Thanks - although I've played the original elite for about two years, I never went into the lore much. Never played any of its iterations, so the last time I've played was roughly 28 years ago and I don't remember a lot of the bits I used to know. Looks like I have to catch up a little.

@Rueplays: Interesting data and your explanation might be spot on regarding why I think it feels wrong. Care to share data on e.g. google docs?
Used to do biostatistics for ~20 published medical papers until a few years back as a research fellow, so I'd be interested in having a look if I find the time.
 
@Graill: Thanks - although I've played the original elite for about two years, I never went into the lore much. Never played any of its iterations, so the last time I've played was roughly 28 years ago and I don't remember a lot of the bits I used to know. Looks like I have to catch up a little.

@Rueplays: Interesting data and your explanation might be spot on regarding why I think it feels wrong. Care to share data on e.g. google docs?
Used to do biostatistics for ~20 published medical papers until a few years back as a research fellow, so I'd be interested in having a look if I find the time.

That was just a bit of humor I pulled out my **** while I was typing on the fly, none of it has any basis relating to ELITE. Just having a bit of fun, plus the explanation seems to fit, nothing in the game reacts as it would in real life, so, what the hey, let imagination run amok. :cool:
 
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Have you noticed the speeds? Eagle maximum speed is 220m/s, 30m/s is just about 13% of full power at 2 pips. So the difference will be larger until the max speed is reached.

For Cobra this difference is about 3-4 seconds between main thrusters and maneuvering/retro thrusters (acceleration time to maximum speed with full power to engines).

i think sidewinder 4 pips is 220 and eagle 4 pips is 240
 
@ CATPAIN KIRK

I've transitioned away from Google Docs because I just couldn't find a way to make it chart things in a way I'd like. As I was wanting to use this as a comparative tool (between ships with different power settings) and had difficulties with Docs I shifted over to LibreOffice.

Output doesn't look as nice but it'll do. Once I finish the Eagle as least and tidy it up a touch if you'd still like I'll put it up on a Dropbox.

In the meantime here's an album showing acceleration graphs over 0-4 pips in the Eagle. I'm sure you'll be as surprised as me regarding lateral/vertical deceleration.

EDIT: Added Eagle with 4 pips.
 
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@Graill - got me there - nice one :)

@Rueplays: Thanks - interesting and surprising data, however a bit hard to read due to your graphs changing between 0, 1-3 and 4. Doesn't look really intuitive to me at the first glance, but at this point, I'm more interested in raw data comparing directional thrust without any pips across all ships.

Anyhow - I'll have to acquire the desired data myself, but anything you share might prove to be interesting in the future.
I'll share anything interesting as well, but don't expect much as I have very little time on my hands, my knowledge may be a bit outdated and i don't really see any gain in running the data through SPSS or SAS at this point.

@Michael: Thanks for fixing the title (although I considered the censorship on it to be quite amusing :))
 
@ CATPAIN KIRK

Yeah it's very work in progress heh. The changes to the graphs over time are me removing redundant plotted lines due to symmetry along thrust axis. You'd have seen them noted in the legend in the first few graphs but not necessarily visible on the graph itself. I ran through all the axis to be sure that they were the same then reduced the amount graphed again once I saw there was no unusual behaviour that arose over different engine settings.

Well tidied it up a bit, let me know if it's better now. Also added the Sidewinder. I'd add some more times where it could do with more resolution but I think before I go all OCD on that I'll have to go buy that Cobra I want to compare and see how badly it's really needed.

Same album link, new graphs
 
to get an idea of what a ship MIGHT look like where thrusters are needed in all directions, it'd be worth having a look at the PC game "Space engineers"

It allows you to build space ships and regarding thrust directions, you have to have thrusters placed in opposite directions of the direction you want to go.

The ships, whilst looking kinda chunky are pretty cool.

Obviously Space engineers is a completely different type of game than ED, however I really enjoy it.
 
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