Gyros and Angular Motion
In Kerbal
Among the community, there is still experimentation to
understand what calculations are used in the calculation of
angular momentum. In a rocket, most methods of angular control
are accounted for: SAS modules (also referred to as inline
reaction wheels), thrusters that are not in line with the
center of mass of a rocket, gimbals in engines redirecting
thrust slightly, atmospheric drag and control surfaces such as
aileron flaps. Ultimately calculation comes out toDrag force calculation is covered under Atmosphere and Aerodynamics. By experimentation players have found that the reaction wheel's location in regards to the center of mass does not appear to matter.
No torque
applied
Torque
applied at edge
Torque
applied at center of mass
Kashua. KSP Torque Experiment. Digital image. KerbalSpaceProgram.com. Imgur.com, 9 Apr. 2014. Web. 24 Nov. 2014.
Kashua. KSP Torque Experiment. Digital image. KerbalSpaceProgram.com. Imgur.com, 9 Apr. 2014. Web. 24 Nov. 2014.
Reality
This
however runs contrary to basic physics. Using the formula for
moments of inertia, making the simplification of a thin rod of
length L and mass M, the moment of inertia can be calculated
for the two instances.Because the torques are both stopped at
the same angle, torque is the same.
In addition, acceleration was reported to have been the same.
Moment of inertia remains the same because it is the same body.
However, following the calculation through gives two different values of I.
Other experiments by the community supported Kashua's findings, such as that regardless of reaction wheel location, the location about which the body rotated was the center of mass.
The game seems to calculate torque about certain vehicle parts, very differently from how torque works in reality. This only applies to reaction wheels, not to other sources of torque, such as rockets, whose location is accounted for.
There is also the fact that this is still an approximation, assuming a thin line of uniform mass.
In addition, acceleration was reported to have been the same.
Moment of inertia remains the same because it is the same body.
However, following the calculation through gives two different values of I.
Other experiments by the community supported Kashua's findings, such as that regardless of reaction wheel location, the location about which the body rotated was the center of mass.
The game seems to calculate torque about certain vehicle parts, very differently from how torque works in reality. This only applies to reaction wheels, not to other sources of torque, such as rockets, whose location is accounted for.
There is also the fact that this is still an approximation, assuming a thin line of uniform mass.