1. You can just have a constant Cd value for experiments. Basically, it's Av^2 * length, where A has Cd in it, so go ahead and just make up a number for A. It doesn't matter terribly much.
2. Not friction, drag. Let's get that terminology fixed right now. Because you can have
both in 2.4, and they operate differently.
3. I have the spring forces already done. That's things like one bot oscillating back and forth with another. This is drag forces, which are things like two bots orbitting around each other.
4. And you can't just use angular momentum friction either (that is, applying a resistive force to their angular momentum), since friction works independantly of velocity, and tehrefore can't be used to model drag. There's at least 3 different resistive forces that are possible. One is independant of velocity, one is linearly dependant, and the other is quadratically dependant.
This: (f(x)+f(y))/2 means that the tie is some kind of external fource acting on the bodys after they already moved thorugh the space.
No, you have it wrong. What it implies is that the slope/derivative is not constant. Ie: some non linear function. Which is exactly what we have here. Force does not have to be a linear function. It does not have to be a * b. It can be anything it wants.
Force = A * velocity^2 per unit length. You can't average velocity, then square. You'll get a different answer then if you first square the velocity, then average. That's the problem here.
But the
real problem is that each piece of the tie is moving at a different velocity. If the tie was moving at a constant velocity all over, you could just square that velocity. But it doesn't, so you can't.
The answer here is integration, which I'm sure is above your head. The problem is the integration confuses me.
It's not going to be any average of anything. I explained that it can't be that, because the relation is quadratic. You can only average linear functions. Well, average and get a good answer anyway. I suppose you
can do anything you want. It just won't be right.
Remember: this function only takes into account drag. And then must apply that force to the bots, since they're the ones that actually move. Other forces are done in other functions.
Check out how physics are done in 2.4 to see what I mean.
If any of the terms I am using are unfamiliar, please go look them up.