From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 17 Dec 1999 19:16:49 +0100
Subject: Re: Safe speeds (FT)
> Thomas Barclay wrote: > Just a general comment on FT speeds: A 2mm measurement (after movement, that is) isn't *that* difficult - not when many of the ship bases are semi-tranparent, at least (GW flying bases, only lightly sprayed black so they won't glitter so much)... and I only manage to place salvoes with that kind of precision against immobilised targets (though I admit to counting anything moving at less than 8 mu/turn as "immobilised" <g>) > But what are reasonable speed limitations? Why stop? Why not just dodge far enough to allow you to bypass the obstacle? The distance I need to dodge is equal to or less than the radius of the obstacle (depending on whether or not I'm going towards the very centre of it or not). Small individual obstacles are not a serious problem - as someone pointed out, two FT ships won't collide even if they occupy the same spot on the table unless at least one of the ships actually wants to ram, and even then it's difficult. If there are numerous small objects (eg the satellite cloud around Earth), you're talking about things very similar to meteor swarms and debris for which MT already has rules; the safe speed there is 5 mu/turn. (I don't normally use the "Battle Debris" rule, though - with a mean distance of 3mu (3000 km in the scale we use) between ships in formation (mainly due to base sizes), you'd need an utterly outrageous amount of debris from each destroyed ship to put its neighbours at any serious risk - but if you do use it can be quite interesting against Banzai Jammers :-/) So that leaves large objects - ie, asteroids, planets and the like. How big these obstacles are depend on the game scale you use, but in the 1mu = 1000km Earth has a radius of about 6mu while the gas gigants in our star system have radii of some 20-72mu. Assume that you detect this huge obstacle at range Rs while you're moving at the initial velocity Vo. Call your thrust rating A, and the radius of the obstacle R. If you don't do anything at all, you'll hit the obstacle at the time Tbang = Rs/Vo. If your ship obeys the Vector movement rules (and has a maneuvering thrust of A/2), you'll immediately turn it perpendicular to Vo and start accellerating as hard as you can. After the first maneuver point used to turn the ship, you'll also be able to use your lateral thrusters to reduce your velocity towards the obstacle. Ignoring that initial thrust point for the sake of simplicity - I'm way too tired to take it into account now - you'll reach, or pass, the obstacle at the time t = 2*(Vo/A - sqrt(Vo^2/A^2 - Rs/A)). (It is -sqrt(...) and not +sqrt(...), 'cause otherwise you'd get t=4*Vo/A when Rs=0 (ie, when you detect the obstacle by ramming it). Also note that if Rs > Vo^2/A there is no solution; in this case you'll stop moving towards the obstacle before you reach it.) By this time you will have moved the distance A/2*t^2 = 4*(Vo^2/A - Vo*sqrt(Vo^2/A^2-Rs/A)) - 2*Rs towards the edge of the obstacle. If this distance is greater than the radius R of the obstacle, you're safe. Replacing A/2*t^2 with R and solving for Vo, I get Vo = (R+2Rs)*sqrt(A/8/R) but I'm not entirely convinced I got this right - it behaves strangely when R is much bigger than Rs. Better take an extra safety margin to account for the maneuvre thrust point you used to turn the ship and to avoid clipping the edge of the obstacle, though. Examples: Using the 1mu = 1000km scale, 1 turn = 7.5 minutes scale, Jupiter has a radius of about 71mu. Assume that you can't detect Jupiter from a range of more than 54 mu and that you can ignore its gravity well. If your ship is thrust-2, the "safe speed" using this way of avoiding the crash is only 10; thrust-4 ships have a safe speed of 15 and thrust-6 18. IOW, if you're crashing into Jupiter you're somewhat better off turning all the way around to use your main engines to brake since that'd give you the following safe velocities: > Th-2 Vmaxsafe = 14 However, if the planet you wish to avoid is Earth (R = 6mu), the "safe" speeds are 23 for a thrust-2 ship, 32 for thrust-4 and 40 for thrust-6. In this case you're obviously much better off just dodging a little to the side. Mind you, these velocities are rather high even for me since we're talking Vector movement rather than Cinematic. 'Course, I suspect that you will be able to detect Jupiter at slightly longer ranges - it is visible from Earth, after all (and Earth itself is definitely visible at range 380mu, ie from the lunar surface) The gravitic pull of Jupiter at 54000km is approx. 0.8g - ie, thrust 0.8 - so you can't really ignore it either, particularly not for the thrust-2 ship, but since it varies with the distance to the planet it'd take too long to include it in the analysis (since I'm doing it by hand rather than numerically .-/ ). ******* If your ship follows the Cinematic movement laws, things are a bit different. In order to avoid an "infinitely wide" object, you need to turn your course 90 degrees to avoid hitting it. By turning and braking as hard as the ship's thrust allows a ship with... Thrust-2 to turn 90 degrees in 2.5 game turns over a forward distance of (Vo*(3+2*sqrt(3))-(7+3sqrt(3)))/4 mu Thrust-4 to turn in 1 game turn over a forward distance of (Vo-2)*(sqrt(3)+1)/2 mu Thrust-6 in half a game turn over a forward distance (Vo-3)*sqrt(3)/4 mu towards the obstacle. IOW, for *infinitely wide* obstacles, the safe Cinematic speed for a ship with... thrust-2: Vo = (4*Rs+7+3*sqrt(3))/(4+2*sqrt(3)) thrust-4: Vo = Rs*4/(1+sqrt(3))+2 thrust-6: Vo = Rs*4/sqrt(3)+3 Assuming Rs = 54mu, Vo becomes 30, 81 (!) and 127 (!!) mu/turn for thrust-2, 4 and 6 ships respectively. That is quite enough to keep even me satisfied <G> With a smaller than infinite obstacle it often isn't necessary to turn the full 90 degrees, and the safe speed gets correspondingly higher. For example, a Cinematic-moving ship with a thrust rating of 4 or better will be able to dodge an Earth-sized planet (R=6mu) at *any* speed as long as Rs > 12 mu and it is able to change its orders "immediately" (ie, it either doesn't need to wait until the Order Writing Phase of the game turn or it ends its movement more than 12mu away from the planet). [Big snip] > So, let's plug in some numbers I vaguely recall, but might not be In FT2, the sensor range for detecting Bogeys (ie, detect that a ship of some kind, and its general class - Escort/Cruiser/Capital/Merchant) is not specified - it covers the entire board, so is "effectively infinite". Active military sensors, ie those you scan things with to get more detailed information (as in the MT sensor rules) have a max range of 54mu. However, unless your scale is very different from the one I use you should be able to detect planets and large asteroids at rather longer ranges than 54mu :-/ [Another big snip] > Last point: I picked my definition for max safe speed. It isn't Yep. Particularly in Cinematic <g> > Conversely, an object with its own velocity cuts your reaction time Also remember that objects large enough to be difficult to dodge tend to have gravity wells which try to suck you in, so you're not always able to brake as fast as our calculations have assumed. Regards,