From: The Mad Dark Elf <drowmage@a...>
Date: Thu, 26 Nov 1998 20:07:24 -0500 (EST)
Subject: FTFB Turn Arcs
Hi guys! I was wondering if anybody had a lasso style turn arc
From: The Mad Dark Elf <drowmage@a...>
Date: Thu, 26 Nov 1998 20:07:24 -0500 (EST)
Subject: FTFB Turn Arcs
Hi guys! I was wondering if anybody had a lasso style turn arc
From: Chris Lowrey <clowrey@p...>
Date: Thu, 26 Nov 1998 19:18:05 -0600
Subject: Re: FTFB Turn Arcs
> Hi guys! I was wondering if anybody had a lasso style turn arc I don't know about the above, but can anyone tell me why the turn rates for the Fleet Book are different from the ones found in the Earthforce Sourcebook for the Babylon Project. It seems to me that the restrictions placed on maneuvering in the EFSB are far more realistic, and add a great deal more to the game than the weak maneuver restrictions in the FB.
From: Laserlight <laserlight@q...>
Date: Thu, 26 Nov 1998 22:22:50 -0500
Subject: Re: FTFB Turn Arcs
> I don't know about the above, but can anyone tell me why the turn What are the EFSB turn rates? I was just thinking again today that we have to do something about this "dreadnought spins on a dime" concept currently in force.
From: Chris Lowrey <clowrey@p...>
Date: Thu, 26 Nov 1998 22:21:58 -0600
Subject: Re: FTFB Turn Arcs
> I don't know about the above, but can anyone tell me why the turn That's the same problem me and my friends have, and were really puzzled my since the movement system in the EFSB is so different from the FB. The difference is that the maneuver thruster capability of a ship is half that of the main drive capability. In essence, if a ship has a main drive thrust of 6, it would only have a maneuver thrust ability of 3, so it's ability to push to any direction, or turn in any direction, is limited to 3 points. For instance, if a thrust 6 ship were travelling in direction 6, the most it could pivot would be to turn to direction 3 or 9, instead of being able to turn in any direction it wants to. And if it did the above, it couldn't push in any direction because it would have used all of its maneuver thrust points. This actually makes unmaneuverable ships pay some sort of price. As it stands now in the FB, there really is little disadvantage to having poorly maneuveralble ships, because all ships can turn on a dime, which we think is ridiculous.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 27 Nov 1998 05:28:37 +0100
Subject: Re: FTFB Turn Arcs
Chris Lowrey asked: [Someone else - sorry, missed who - asked] > > Hi guys! I was wondering if anybody had a lasso style turn arc No, but you can use the turning template in FT2 - F arc is 11 to 1, FS is 1 to 3, AS is 3 to 5 etc. Just remove the FT2 arc markings - shouldn't be hard if you scan the FT2 template. > I don't know about the above, but can anyone tell me why the turn Because the timescales are different. One game turn in FT is "commonly agreed upon" as ~15-20 minutes, whereas one EFSB turn is maybe 60 seconds. "Realistically", a change of facing for a starship takes on the order of one minute to execute. This is a full EFSB turn or at least a very significant fraction of it, but it is f-5-7% of a Full Thrust turn - so a Thrust 15+ ship might be affected by the time lost in turning, but Thrust 15+ is very rare :-/ Regards,
From: Chris Lowrey <clowrey@p...>
Date: Thu, 26 Nov 1998 23:02:18 -0600
Subject: Re: FTFB Turn Arcs
> Because the timescales are different. One game turn in FT is "commonly Where did you find these numbers at?
From: Laserlight <laserlight@q...>
Date: Fri, 27 Nov 1998 00:19:13 -0500
Subject: Re: FTFB Turn Arcs
> > I don't know about the above, but can anyone tell me why the turn Oerjan replied: > Because the timescales are different. One game turn in FT is "commonly I still think 450 seconds (7.5 minutes) is the way to go. > "Realistically", a change of facing for a starship takes on the order Based on what? I'm not arguing, just asking. It would make more sense to me that a dreadnought isn't going to be able to flip as fast as a corvette. More mass, and a longer axis to rotate. If it is below the grain of the gamescale, that's okay, but I'm curious to see why.
From: Laserlight <laserlight@q...>
Date: Fri, 27 Nov 1998 00:23:35 -0500
Subject: Re: FTFB Turn Arcs
> The difference is that the maneuver thruster capability of a ship is I think I'd say "pay one thrust for two points' turning" but you could use your entire thrust rating to turn, if you like.
From: Chris Lowrey <clowrey@p...>
Date: Thu, 26 Nov 1998 23:32:33 -0600
Subject: Re: FTFB Turn Arcs
> The difference is that the maneuver thruster capability of a ship is That works for me too, but anything that keeps the huge "turrets in space" thing under control is a good idea. Seriously, what's the disadvantage without such penalties? None, as far as we can see.
From: Tim Jones <Tim.Jones@S...>
Date: Fri, 27 Nov 1998 09:51:58 -0000
Subject: RE: FTFB Turn Arcs
Theron I've just posted one here in GIF format so you can edit it in any paint package and print it on acetate
From: Thomas Anderson <thomas.anderson@u...>
Date: Fri, 27 Nov 1998 17:56:26 +0000 (GMT)
Subject: Re: FTFB Turn Arcs
> On Fri, 27 Nov 1998, Laserlight wrote: hmm, yes. to say 'realistic' implies that you have figures for mass, size and thrust in real-world units for starships. if i recall, there was only weak consensus last time this was debated. > It would make more sense to i'm not so sure about this. as part of my continuing program to rehabilitate the battleship, i gave this some thought. executive summary: big ships turn faster than little ships. you will be pleased to hear that i will spare the algebra this time! my physics is a bit weak as far as angular motion is concerned, though, so if the wiser on the list could check this, it'd be nice. the speed of turning depends on the ratio of turning thrust to the angular inertia of the ship. turning thrust depends on drive power, which depends on drive mass, which (for ships with a constant fraction of their mass in the drive), so turning thrust is proportional to mass. assuming all ships are similar shapes (eg spheres, cylinders of a given length-to-radius ratio, scale models of halibut, etc) angular inertia is proportional (i think) to the radius of the object. radius is proportional to the cube root of the mass. thus, the speed of turning varies as mass (for thrust) divided by cube-root-of-mass (for inertia), which gives the two-thirds power of mass. according to this simple (but, as far as i can see, waterproof) analysis, larger ships turn faster than small ships. in short, you have two choices: (a) rethink your assumptions on size and maneuverability (b) ignore physics in favour of playability. i find the second option very attractive myself. > If it is below the grain of the herein lies the rub; if the ft2 turn is indeed 15 minutes, then any ship is going to be able to execute a 720 without too much difficulty. maybe we should give up any limitations on turning? it would make things a little simpler and more hard-sf. Tom
From: John Leary <john_t_leary@y...>
Date: Fri, 27 Nov 1998 10:48:47 -0800
Subject: Re: FTFB Turn Arcs
> Thomas Anderson wrote: ...Snip...JTL (a) rethink your assumptions on size and > maneuverability (b) ignore physics in favour of playability. i find I tend to agree with the second option. I favor four rates of turning (rotation) based on the thrust of the ship. Bye for now,
From: Ground Zero Games <jon@g...>
Date: Fri, 27 Nov 1998 21:34:19 +0000
Subject: Re: FTFB Turn Arcs
> On Fri, 27 Nov 1998, Laserlight wrote: [BIG SNIP] > in short, you have two choices: (a) rethink your assumptions on size Tom's interesting answer (most snipped above for brevity) has pretty well summed up why we made the FB different from the EFSB in the turning rules. Without going into the math (most of which I've forgotten since school anyway) we figured that given drives/thrusters of a similar power relative to the mass of the ship (which is what the Thrust rating in FT is, after all - Thrust-2 drives on a Mass 100 ship are ten times as big/powerful as Thrust-2 drives on a Mass 10 ship) then any ship will be able to rotate and/or push at the same rate. If you prefer to use the EFSB model (which was specifically designed to make the EA ships very slow and ponderous, to reflect what has (mostly) been seen on TV, odd CGI effects quirks notwithstanding), then feel free to do so; like all rules in FT, it is there to be modified if you wish. For the FB, we decided that it limited the agility of some ships a bit TOO much, but if you disagree then that is fine. Of course, you could always mix the two to reflect different levels of drive tech and allow for obsolescent ships....
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 27 Nov 1998 16:45:56 -0500
Subject: Re: FTFB Turn Arcs
Jon spake thusly upon matters weighty: > like all rules in FT, it is there to be modified if you wish. A voice of sanity amidst a sea of algebra..... In short, do what you think *feels* right for your setting (PSB as required for your own conscience/sense of verisimilitude). Maybe this will stop the insidious creep of this discussion towards multivariate calculus using triple integrals, statistical properties, every sort of moment under the sun, and a lot of dubious assumptions.... (points to self as an offender). Tom. /************************************************
From: Chris Lowrey <clowrey@p...>
Date: Fri, 27 Nov 1998 16:40:10 -0600
Subject: Re: FTFB Turn Arcs
> If you prefer to use the EFSB model (which was specifically designed to For > the FB, we decided that it limited the agility of some ships a bit TOO Great - I just wanted to know why it was done that way, and now I know. We prefer to use the EFSB model of movement in our FB games. We just like the way it makes the ships move, and seems to give us a better reason to have those fast ships.... Thanks for the answer.
From: Donald Hosford <hosford.donald@a...>
Date: Sat, 28 Nov 1998 17:04:11 -0500
Subject: Re: FTFB Turn Arcs
Say fellows, I have the FB on order (through my local hobbystore) and I had a question... Suppose you wanted to design a special class of capital ship with higher than normal turn points. Can you buy extra turn points?
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Sun, 29 Nov 1998 08:23:23 +0100
Subject: Re: FTFB Turn Arcs
> Donald Hosford wrote: > Say fellows, I have the FB on order (through my local hobbystore) The FB design system as written doesn' let you boy maneuver thrust points separate from the main engines, no (you always get maneuver thrust = 0.5 * main thrust, just as in FT2). There's nothing to stop you from using a house rule, of course! Just make sure that you dn't give a ship using the vector movement system more maneuver thrust than it has main thrust, since this would indicate that the ship has more powerful engines to its side and front than to its rear <g>) Regards,
From: Donald Hosford <hosford.donald@a...>
Date: Sun, 29 Nov 1998 18:41:52 -0500
Subject: Re: FTFB Turn Arcs
> Oerjan Ohlson wrote: > Donald Hosford wrote: I see your point. It would look strange for the maneuver engines to be more powerfull than the main thrusters...:) Unless...you were using plasma drives, then when the enemy attacks you could just fire up the engines, and wipe out all incoming attacks. 8D