gravity and ftl [longish] (was severalm other things)

2 posts ยท Jul 11 1998 to Jul 11 1998

From: tom.anderson@a...

Date: Sat, 11 Jul 1998 13:46:30 -0400 (EDT)

Subject: Re: gravity and ftl [longish] (was severalm other things)

Andrew Martin, Alex Shvarts & Brian Martin (although i suspect Mr Martin
> wrote it and shamelessly used other people's names :-) wrote:

> In several SF systems, the writers suggest that FTL drives only work

for instance, i think this is how it works in the battletch books

> If I recall correctly, these are also Lagrange points.

i don't think there's any 'also' about it - as far as i know that's the
definition of a Lagrange point!

> Around our Earth and Moon, there are, if I recall correctly, six L

i can only think of five - one point between the two, one 'behind'
either body and two equidistant from them and in the plane of the orbit (the
Trojan points). mind you, this probably just means i can't remember the sixth.

note that there is a set of L points for every pair of bodies, ie many, given
that there is in the Sol system (maybe a poor example, too many objects) one
star, two gas giants, four rocky planets, two ice subgiants
and pluto, along with thirty-odd (?) moons, and einstein knows how many
asteroids (not to mention the particles in the rings of saturn and
jupiter, comets, 'roids outside the belt and man-made entities), and
that each body has one set of L points (5 or 6) for each other body in the
system (10 major bodies, so 90 sets, so 540 points just for starters).

the points formed by these major bodies would be easier to predict, since
their motion is well measured; the smaller bodies, such as
asteroids, not only have less-well-measured paths, but (see The
Many-Body Problem, Henri Poincare, nonlinear dynamics of the solar
system, etc) their paths are actually chaotic (in the mathematical sense) and
hard to predict; thus, there will be masses of jump points swarming about a
system without much predictability.

in Battletech, i seem to remember that these were known as 'pirate
points' - being used mainly by pirates and other units seeking secrecy
and not averse to risks.

incidentally, if you have Java and decent computational power, try the gravity
simulator applet at:

http://www.newscientist.com/student/newton/newton.htm

which i wrote. well, part of it - another guy did the user interface, i
did the physics (i just tried this and it didn't work - the bug must be
in the other guy's code, all my pointers are properly initialised :-).

hope this helps,

From: Noah Doyle <nvdoyle@m...>

Date: Sat, 11 Jul 1998 13:53:47 -0500

Subject: RE: gravity and ftl [longish] (was severalm other things)

Something like this would be possible to track & chart on a
Starfire-type
system map, but only the biggies - otherwise, you're talking about a lot
of fiddly bits in a strategic system. I still like the 0.1g limit, with
pretty much unlimited jumping outside of that.  In 1000km/15 min scale,
you
can get that limit on the table with a Terra-class planet pretty easily,
if my math is right;). As i remember, BattleSpace (BattleTech space system,
one of the better things they did) had the main jump points way the heck

out of the plane of the ecliptic, to avoid collisions with all the crud in
the plane.  Jumping in-plane was considered risky, and usually a prelude
to
an attack - less time-to-target than the weeks(!) from the zenith/nadir
points.

Noah

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