Hello All
I am working on a ship with a gravity wheel
exhibit a.
and wanted to calculate the effects of gyroscopic precession on the ship (no masses yet still very early dev stage). The ship so far is 1077 feet long, the gravity wheel has an external diameter of 200' and an internal diameter of 180'. According to spincalc.com the angular velocity to simulate 1g is ~32.5°/sec.
I tried to look up gyroscopic precession via wikipedia
exhibit b. [ame="http://en.wikipedia.org/wiki/Precession"]Precession - Wikipedia, the free encyclopedia[/ame]
and found the equation to be a bit confusing for my application. Precessional Velocity = (omega)_p = mgr/(I_s*(omega)_s).
m*g is what I am confused about. Do I replace g with my rotational acceleration (yaw acceleration) since the frame of reference is the ship?
That leads into the next question. Would the precession be significant enough to account for in game or should I let "otto" "compensate" for it?
Thanks for the help in advance!
RedMeansGo

I am working on a ship with a gravity wheel
exhibit a.
and wanted to calculate the effects of gyroscopic precession on the ship (no masses yet still very early dev stage). The ship so far is 1077 feet long, the gravity wheel has an external diameter of 200' and an internal diameter of 180'. According to spincalc.com the angular velocity to simulate 1g is ~32.5°/sec.
I tried to look up gyroscopic precession via wikipedia
exhibit b. [ame="http://en.wikipedia.org/wiki/Precession"]Precession - Wikipedia, the free encyclopedia[/ame]
and found the equation to be a bit confusing for my application. Precessional Velocity = (omega)_p = mgr/(I_s*(omega)_s).
m*g is what I am confused about. Do I replace g with my rotational acceleration (yaw acceleration) since the frame of reference is the ship?
That leads into the next question. Would the precession be significant enough to account for in game or should I let "otto" "compensate" for it?
Thanks for the help in advance!
RedMeansGo
