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- Guide to telescience
- So, I'm not going to dumb it down much for those who don't know math. In order
- to fully appreciate the guide, you will want to have experience with
- trigonometry and polar coordinate systems.
- So, you've come to telescience, and you're wondering how in the world it works.
- You have bearing, elevation, power, and sector as variable controls and you
- have send, receive, recalibrate crystals, and eject crystals.
- What do all of these mean? Well, you see, telescience is a lot like throwing a
- ball. When you press send, you are throwing a ball that can go through matter
- and the object goes from your source to your destination. It's the same thing
- with receive, except the object you are teleporting goes from destination to
- source.
- So, if you're going to throw a ball somewhere, you want to face a
- direction, figure out what angle you want to throw it at, and control how far
- you throw it.
- So, bearing is just the number of degrees that represent a compass or cardinal
- direction. Essentially, it's what your facing is. Elevation is the angle you
- throw the teleportation at. If you know your basic ballistic trajectories, you
- know the angle you can get the farthest distance with for a constant power is
- 45 degrees. And your power is the initial velocity you throw the teleport at.
- The sector is a special one. Space around the station is divided up into
- sectors. Sector 1 is the station, sector 5 is the asteroid, and sector 2 is a
- restricted sector that the Telepad Control Console won't let you teleport to.
- I recommend using sector 3 for your calibrations.
- Let's give each of these a symbol so we can refer to them in equations.
- B : bearing
- a : elevation
- P : power
- Px: power, x component, horizontal speed
- Py: power, y component, vertical speed
- Please note that the x and y components used here are independent from the
- often referred to x and y coordinates for the GPS on the station. In other
- words, x is the absolute distance the teleport travels, and y is the height.
- Since we're given an angle of elevation, we can figure out Px and Py. Given a
- right triangle with hypotenuse P, angle a opposite from side Py and adjacent to
- side Px, such as:
- /|
- / |
- P/ |
- / |Py
- / |
- / |
- /a_____|
- Px
- We can intuitively see the relationship between all of the variables. Thus:
- Px = P*cos(a)
- Py = P*sin(a)
- This describes only the initial conditions of the ballistic trajectory. A
- ballistic trajectory looks something like:
- Midpoint
- *
- * *
- * *
- * *
- * *
- * *
- Source Destination
- * *
- At the source, the initial conditions apply, and at the destination, the
- teleport is done. The midpoint is there for illustation in the time it takes
- the teleport to rise, then fall.
- And that brings us to time.
- The teleport's time is completely dependent on how long it takes for the object
- to go up and then down. Now, the "gravity" for the teleport is 10, and the
- teleport has to rise first, then fall, which doubles the time it takes for it
- to arrive at its the destination. Thus we have:
- t: time
- t = 2*Py/10
- = 1/5 * Py
- And the horizontal distance travelled is just a product of the speed of the x
- component, which stays the same through the trip, and time:
- d: distance
- d = t * Px = 1/5 * Px * Py
- = 1/5 * P*cos(a) * P*sin(a)
- = 1/5 * P^2*sin(a)cos(a)
- If you know your trig, you should recognize something, but if not:
- d = 1/10 * P^2*2sin(a)cos(a)
- = 1/10 * P^2*sin(2*a)
- The double-angle formula drastically simplifies what we need to know. This
- works on an intuitive basis, since the elevation has to be between 1 and 90
- degrees. At 90 degrees, you'd throw the teleport straight up and then it
- should come back down to the same spot, and sin(2*90)=sin(180)=0. This also
- works when the angle of elevation is a 45, since sin(2*45)=sin(90)=1, which is
- the maximum that the sine function can output.
- So, now we know how to calculate distance. Now to apply it to the actual
- teleport. To teleport, you specify a magnitude and a direction. You control
- the magnitude by setting the proper elevation and power for how far you want to
- go, and you get the bearing by calculating what you know about the remote
- coordinates. Here is the relationship via graph:
- x : x distance from teleporter (can be negative)
- y : y distance from teleporter (can be negative)
- B : bearing (can be negative)
- B = arctan(x/y)
- 0deg ^ x
- |--------/
- | /
- | /
- | /
- y | /d
- | /
- | /
- |B/
- |/ 90deg
- <-------------------------------------------------------------------->
- 270deg |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- v 180deg
- Keep in mind your quadrant when taking inverse tangent. Since distance cannot
- be negative, you have to specify a correct bearing. If the quadrant of the
- angle is wrong, then you will just need to add or subtract 180. For example,
- let's say x = -2 and y = -20. The angle given will be 5.71. However, this
- isn't what you wanted. It's definitely not in the third quadrant. For this,
- you add 180, and get 185.71, which is the correct angle you need to have.
- Now, all the above is what happens in an ideal situation. There's one thing to
- mentions: variance. Variance, in short, is what you need to compensate for,
- and it's what turns your job into something only math majors can understand.
- If you're bad at finding variance properly, you could be using enough teleports
- to justify another recalibration, and that's not good. There's no really easy
- way to find variance without breaking out the equations that would require a
- bunch of tests (because we all love the infinite series for sine, right?).
- The variances for each input are the following:
- Bearing: No more than 10 degrees off.
- Elevation: At most 25 degrees off.
- Power: No more than 4 units down from the setting (also read as at P-2,
- no more than 2 units off)
- Additionally, you have between 30 and 40 uses of the teleporter before you need
- to recalibrate.
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