Assertions:
- Universe with realistic vector movement (s(final) = 0.5 at^2 + vt +
s(init))
- Dodging beams means 'creating a probability cloud of location that
makes beam hits on your ship unlikely enough to justify FB beam results' (and
for other weapons, similar questions)
- No inertial compensators, human partical maximum acceleration
(sustained over a period) of at most about 6 Gs.
Now, before some among you pipe up, obviously this depends on your assumptions
about how many effective shots you can put out in a turn (it may be your
single resolution covers 1000 or 1000000 blasts) and other factors.
I've looked at several time and distance scales and acceleration assumptions
to go with them to figure out how long a turn could reasonably be at different
distance scales. I'm aiming for short turn lengths to justify a granular fire
action and assuming thrust is constant throughout the turn.
Scale A: MU = 1000 km Turn = 5 min Thrust = 1 G per point (requires thrust 2
to get off normal 1 G planet or thrust one with overthrust)
Scale B: MU = 100 km Turn = 3 min Thrust = 0.33 G per point (requires thrust 4
to get off normal 1G planet or thrust 3 with overthrust)
Scale C: MU = 100 km Turn = 2.5 min Thrust = 0.5 G per point (requires thrust
3 to get off normal 1G planet or thrust 2 with overthrust)
Scale D: MU = 100 km Turn = 90 sec Thrust = 1 G per point (requires thrust 2
to get off normal 1 G planet or thrust one with overthrust)
Scale E: MU = 10 km Turn = 1 min Thrust = 0.33 G per point (requires thrust 4
to get off normal 1G planet or thrust 3 with overthrust)
Scale F: MU = 10 km Turn = 45 sec Thrust = 0.5 G per point (requires thrust 3
to get off normal 1G planet or thrust 2 with overthrust)
Scale G: MU = 10 km Turn = 30 sec Thrust = 1 G per point (requires thrust 2 to
get off normal 1 G planet or thrust one with overthrust)
Now.... given what we already know or suppose we might reasonably know
about systems that could grow into SMs, MTMs, fighters, beams, K-guns,
etc.....
What sort of MU scale do you really need to have to justify the existing
mechanics? (Yes, its an incompletely constrained question... some latitude
would be expected in formulating answers....)
I recall reading an article by Marc W. Miller (I think, or maybe Frank
Chadwick) in TNE's Brilliant Lances about the requirements to use lasers in
space. They concluded you'd require gravitic lensing to hit
anything at long ranges (1000 km+). I forget what they said migtht
actually be possible without gravitic control - less than 1000 km I
believe and less than 10,000 km for sure.
If we're operating with short (minute or less) turns and a 10 km = 1 MU model,
is there any justification of missing with railguns, beams, and SMs at ranges
which will be no more than about 500 km?
Or if we're operating with turns of 1-3 minutes and a 100 km = 1 MU
model, does that justification for existing mechanics look good for ranges of
no more than 5000 km?
Or lastly, if our turns are 5 minutes and 1000km = 1 MU, do the mechanics make
sense?
I suspect the later case would be the most sensible. Maybe they are all
equally sensible. How big of a distance [or another way of looking at it is
how much travel time for medium fast (missiles and fighters), very fast
(railguns) or near instant (C beams and particle beams)] do you need to grant
some sort of reasonable miss chances as embodied in the FT rules?
There is no right answer, but there is probably a few 'better' or 'more
likely' answers and a few 'less likely' ones. It may be that today, if we had
working lasers, you couldn't dodge one at up to 500 kms with less than 30 Gs
of acceleration, in which case there is no model that could make this sensible
without gravitic compensation or very, very long ranges.... that's the sort of
thing I'm curious about.
Thoughts?
I've been looking at fighter accelerations as well when trying to
determine a reasonable time/distance scale.
Assuming accelerations sustained of no more than 6Gs for fighters (even that's
one heck of an acceleration to maintain for several minutes), the scales that
seem to work best for fighters having
reasonable first turn movement (on the order of 9-12 MU before any
factoring in of catapults) are:
MU = 10 km Turn = 60 sec
Ship Thrust = 0.33 G/thrust
Earth Obital Speed (8.3 km/s) = 50 MU/turn
Earth Radius = 635 MU (6347 km) Earth Circumference = 4000 MU LEO Radius = 835
MU (8347 km) LEO Circumference = 5246 MU LEO Period = 105 turns
or
MU = 100 km Turn = 180 sec
Ship Thrust = 0.33 G/thrust
Earth Obital Speed (8.3K km/s) = 15 MU/turn
Earth Radius = 64 MU Earth Circumference = 4000 MU LEO Radius = 84 MU LEO
Circumference = 525 MU LEO Period = 35 turns
LEO here = 2K km.
@10 km/MU, LEO distance of 2K km would be 200 MU. In this scale, you
won't see the planet.
@100 km/MU, LEO distance of 2K km would be 20 MU. In this case, Earth
might appear on the board as a slightly curved surface on one side of the
board and the ships would be orbiting between 2 mu and 25 mu (200
km to 2500 km) off the surface. In this time/distance scale, the
acceleration due to gravity would be towards the board edge at 3
MU/turn.
Even in this scale, if you're in a Geosync orbit at 350 MU above the surface,
you won't see the planet. At that point, if my math isn't failing me, you
won't even bother to represent the pull of gravity because it is negligible
(or perhaps even actually zero, depending on what orbital radius you choose).
(My math could be wrong here...)
Just as a check, I compare some of these LEO figures I calculated for the
scales to ISS orbital data:
Average orbital height about 337 km about earth (circumference
therefore about 6347 + 337 = 6684 km)
Circumference of Orbit = pi * Diameter = pi * 2 * radius Circ(ISS Orbit) = 42K
km (roughly) I read somewhere an orbit took 91 minutes. (15.78 orbits per
day). If that's the case, the speed on the orbit track must be about 7.7
km/sec.
In the 60 second scale, that's 46 MU/turn (461 km/turn). In the 180
second scale, that's 13.8 MU/turn (1384 km/turn).
These sync up roughly with my original figures with the main difference being
the IISS is 337 km up, not 2000 km up.
Tomb,
With G-suits and some angle of seat pilots today can do limited 9g. I
would think that with full acceleration couch and perhaps some exotic
tech (blood pump or some such) that 9-10 sustained for minutes would be
possible.
----- Original Message ----
From: Tom B <kaladorn@gmail.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Tue, January 19, 2010 2:15:14 AM
Subject: Re: [GZG] How much acceleration do you need to dodge beams and
other weapons?
I've been looking at fighter accelerations as well when trying to
determine a reasonable time/distance scale.
Assuming accelerations sustained of no more than 6Gs for fighters (even that's
one heck of an acceleration to maintain for several minutes), the scales that
seem to work best for fighters having
reasonable first turn movement (on the order of 9-12 MU before any
factoring in of catapults) are:
MU = 10 km Turn = 60 sec
Ship Thrust = 0.33 G/thrust
Earth Obital Speed (8.3 km/s) = 50 MU/turn
Earth Radius = 635 MU (6347 km) Earth Circumference = 4000 MU LEO Radius = 835
MU (8347 km) LEO Circumference = 5246 MU LEO Period = 105 turns
or
MU = 100 km Turn = 180 sec
Ship Thrust = 0.33 G/thrust
Earth Obital Speed (8.3K km/s) = 15 MU/turn
Earth Radius = 64 MU Earth Circumference = 4000 MU LEO Radius = 84 MU LEO
Circumference = 525 MU LEO Period = 35 turns
LEO here = 2K km.
@10 km/MU, LEO distance of 2K km would be 200 MU. In this scale, you
won't see the planet.
@100 km/MU, LEO distance of 2K km would be 20 MU. In this case, Earth
might appear on the board as a slightly curved surface on one side of the
board and the ships would be orbiting between 2 mu and 25 mu (200
km to 2500 km) off the surface. In this time/distance scale, the
acceleration due to gravity would be towards the board edge at 3
MU/turn.
Even in this scale, if you're in a Geosync orbit at 350 MU above the surface,
you won't see the planet. At that point, if my math isn't failing me, you
won't even bother to represent the pull of gravity because it is negligible
(or perhaps even actually zero, depending on what orbital radius you choose).
(My math could be wrong here...)
Just as a check, I compare some of these LEO figures I calculated for the
scales to ISS orbital data:
Average orbital height about 337 km about earth (circumference
therefore about 6347 + 337 = 6684 km)
Circumference of Orbit = pi * Diameter = pi * 2 * radius Circ(ISS Orbit) = 42K
km (roughly) I read somewhere an orbit took 91 minutes. (15.78 orbits per
day). If that's the case, the speed on the orbit track must be about 7.7
km/sec.
In the 60 second scale, that's 46 MU/turn (461 km/turn). In the 180
second scale, that's 13.8 MU/turn (1384 km/turn).
These sync up roughly with my original figures with the main difference being
the IISS is 337 km up, not 2000 km up.
> On Tuesday 19 January 2010 05:38:11 Tom B wrote:
I thought about this a while back, whilst putting together rules for a home
brewed SF RPG based around Traveller. Some notes on the following page, see
the 'Scale' section after the TOC:
http://wiki.glendale.org.uk/yags/starships/start
Since I was looking from the perspective of an RPG, there were some other
considerations. For example, at 1"=1000km you need far fewer ships to cover
all approaches to a planet than you do at 1"=1km, which affects how easy it is
for PCs to do Millenium Falcon style escapes from Mos Eisly.
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Tue, Jan 19,
2010 at 8:23 AM, Robert Makowsky <rmakowsky@yahoo.com>wrote:
> Tomb,
But do you want to have entire crews, who presumably are on rotating shifts,
constantly suited up in tech to offset the 9-10 G pressures?
Of course, running at 5 G isn't going to be any fun for anyone on a ship, esp
damage control peeps who are trying to get from one area to another with
their rolls of duct tape. :-)
Mk
Indy on 01/19/2010 07:41:40 AM:
> On Tue, Jan 19, 2010 at 8:23 AM, Robert Makowsky <rmakowsky@yahoo.com>
wrote:
> Tomb,
Constantly? At battle stations? I admit we've postulated turn times of minutes
rather than seconds, but we can postulate
equipment/training/med-support that increases ability to handle and work
at high G.
> Of course, running at 5 G isn't going to be any fun for anyone on a
I've always thought of battles as limited periods of high G inefficient
drives interspersed with long periods of closing/disengaging involving
low thrust, efficient drives. High thrust fuel 'endurance' vs. high G
personnel 'endurance' are both concepts I accept as below the granularity of
the game.
Plenty of room for optional rules, of course.
However, any tech that give high G, high efficiency thrust would seem to infer
gravitic compensators somehow...
The_Beast
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Tue, Jan 19,
> 2010 at 12:27 PM, Doug Evans <devans@nebraska.edu> wrote:
> Indy on 01/19/2010 07:41:40 AM:
I'm with you on that. But Tom was postulating no inertial compensators.
Mk
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lWas thinking
fighters here. As for big ships you are going to be lucky to sustain 1.5g and
still have crews work.
________________________________
From: Indy <indy.kochte@gmail.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Tue, January 19, 2010 8:41:40 AM
Subject: Re: [GZG] How much acceleration do you need to dodge beams and
other weapons?
On Tue, Jan 19, 2010 at 8:23 AM, Robert Makowsky <rmakowsky@yahoo.com> wrote:
> Tomb,
But do you want to have entire crews, who presumably are on rotating
shifts, constantly suited up in tech to offset the 9-10 G pressures?
Of course, running at 5 G isn't going to be any fun for anyone on a ship, esp
damage control peeps who are trying to get from one area to
another with their rolls of duct tape. :-)
Mk