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A = F / M lets you know how quickly you're going to descelerate. You can then use T = S / A to work out how long it will take to go from your current speed to 0 (or 0 to your current speed - both take the same time given the same force applied). And finally D = (Si + Sf) / 2 * T for the distance. Conveniently, Sf = 0 and Si = S.
Rework and combine...
T = S / (F / M) = MS / F
D = (Si + 0) / 2 * T = ST / 2 = S (MS / F) / 2 = MS² / 2F
Expand to your terms...
((CargoMass/InventoryWorldSize)+emptyShipMass) * (CurSpeed * CurSpeed) / (2*brakeForce)
Which is actually the same formula you're already using, just differently organised.
So that brings up the obvious question - how much is it out by? And, less obviously, is your sim speed 1.00 when testing theory against practice?
A ships braking force is capped at the needed value for achieving a deceleration of a=2*v.
Means: Even if the thrusters would be capable of achieving a higher deceleration,
the thrusters force will be adjusted constantly to not exceed a target deceleration of 2*v.
(--> A ship that travels at 100 m/s with plenty of available braking thrust will brake with 200 m/s² at max. and the deceleration will decrease further according to the remaining speed to stay at this 2*v target decelertion.)
There is also a threshold at which the thrusters begin to reduce their braking force linearly.
This happens at a braking force below 1 m/s² to not strech the braking distance too much in the lower speed area.
And below a speed of 0.5 m/s, the ships inertia dampeners will make the ship brake with a constant force to bring it to a halt eventually.
As far as I know, this rules are still valid. The only thing that changed are the 10x/5x inertia dampening factors which were removed a couple of patches ago.
EDIT: exchanged "breaking" with "braking"....
It's true - ships are "breaking" alot in this game, but yeah... XD
although thanks for the correction of the word :D
and the thing with the brakingforce under 1 m/s is very interresting, but it is such a little annomalie, that it is not important for my calculation, but thanks for that
Do keep in mind that if you're using a programmable block to get the ship's weight than it will be lower than the actual value if you use any armor blocks. This would account for the measurement being short, and also why it's proportionally closer the more non-block weight you're carrying. Programmable blocks can only access blocks with functionality, of which the armor blocks have none.
Sim speed is accessible by pressing Shift+F11. It should show as one of the first few values. You can't alter it yourself - it's simply the resulting speed you're getting based on how much is happening in-game and the power of the slowest machine currently in the game. Ideally it should stay on 1.00 the entire time, but if it goes below 1 than things invoving thrust could get a little more interesting.
(jk this is cool, subscribed)